First, I'd suggest taking two dev squads. 3 ML each, 1 LC each, put them in opposite corners on your deployment side. Secondly, I'd suggest you take two tactical squads with LC/Plasma and combat squad them, so the LC is static, and the plasma is mobile in a razorback, if you got them.
Ironclad Dread or two, but they'll just tie down the enemy, and you can only pick off those not directly in close combat while the dread sifts through them, so you don't want more than a few dreadnoughts (and I don't think they count towards objective holdings).
Terminators could be good, but remember, anything other than lightning claws, and you charging them with 'em, will result in massive wounds being inflicted on your termies during an assault, enough so that even the 2+ save will start to fail. If you keep them at a distance with assault cannons, missile pods and backpedaling (walk backwards six inches per turn, should keep footsoldiers away, and give you time to wipe out transports).
I would leave out the GK, though. Yes, the Nemesis force weapon's cool, but, you're better off sticking with shooty massed anti-armor. Though, I suppose, if you stuck a squad of GK terminators into an LRC, that might make your opponent think twice...