So I am half sharing a list I worked out and found extremely effective and half looking for a think tank to help put the final polish on this list. The idea is essentially the chaos lords stay in artillery units wracking up blood tithe points (note the BLOOD FOR THE BLOOD GOD! states at least 1 model in the unit needs the rule). I can also use one in the Renegade Command Squad to anchor the artillery line with
Ld 10 if I need to. The demagogue stays out of trouble in an artillery unit to avoiding giving up 1st blood. He contributes strategic warlord traits which is not bad. There are several tricks built into this list which really makes it a nasty surprise for most of the top tournament lists.
1)
ADL artillery is T7 2+ cover save when they
GtG. My chaos lords are fearless. Thus I can jump the chaos lords into artillery units that have
GtG and they will immediately be able to fire that turn. This severely neuters alpha strikes against my artillery. If I need to I can always put the lords into reserves to walk on with a rerollable 3+ and bring my artillery line back to shooting (say if there is a truly extreme alpha strike I need to avoid letting the chaos lord artillery units take).
2) I can pull the lord to daemon prince, get 2 blood thirsters trick with this list. I also have a very good chance to generate blood tithe points rapidly against many enemy lists due to 16 barrage templates per thudd gun unit.
3) The mobile scoring is actually pretty good for this type of army. 3 units of hounds, 2
DS blood letters, and a huge pile of barrage artillery with reserves manipulation gives me a pretty good shot at pretty much any objective starting turn 2.
4) I have a reasonable nod toward
AA from the soul grinder + reserves manipulation and area denial but more importantly I am durable enough that I can take 5 flyrant's shooting for several turns without a huge amount of degradation to my artillery capabilities. By the time most flyer based lists have sufficiently damaged me the game is over.
5) Assault is the great weakness of my list. If I can get my blood tithe up fast enough I can remedy this with summoned units and turning a chaos lord into something nasty. The soul grinders, bloodletters, and hounds are also just enough to keep mediocre melee armies from walking up and punching my artillery units into oblivion. Also there is going to be a LOT of dangerous terrain.
6) My artillery is all in The Purge detachment. This gives me the great ability to leave dangerous terrain wherever my blast templates land for a turn. That can help a lot to limit my opponent's mobility and can make a surprising amount of difference in a game (
BTW I once lost my jetbike farseer warlord to a dangerous terrain test

)
7) I can shoot into
CC with most of my artillery if I setup correctly. That is brutal when I can used hounds to cause early game assaults and bunch units up.
Some of the questions I have for you good folks that I need help with.
Q1) Should a drop some rapier batteries for another soul grinder? The extra melee, mobility, and
AA would all be a boon but I loose some can opener ability and durability.
Q2) Should I take a herald instead of the second chaos lord? The extra wound and
Ld seems worthwhile on the second lord but 20 pts is a rapier.
Q3) I could squeeze some extra pts from dropping a rapier unit or taking a herald rather than a chaos lord. I am thinking increasing the number of crew for one of the earthshaker units and one of the thudd gun units would help keep my warlord and chaos lord alive. My biggest problems have been holding off fast melee armies (white scars and rush style khorne daemonkin) and the artillery units loosing durability when the chaos lords join them as they cannot
GtG (this is at it's worst against alpha strike armies, where I have on occasion nearly lost the units the chaos lords were in).
Q3) I could drop some of the rapier battery units and instead take an infantry platoon with a command vox. This would give me a much more reliable method to give the whole artillery line Ld10 from a 20 model fearless unit in cover and would also give me a couple of speed bump units. I wouldn't be terribly sad to loose the rapier units as they tend to be the low performers but when they perform they are really worthwhile.
Q4) with some fairly hefty rearrangement I could make this list a Blood Host + The Purge. I loose my 2 ObjSec units and would have to drop 1 earthshaker and pretty much all the rapier units with several other tweaks but it would give me extra blood tithe, additional
MSU scoring units, and the other abilities. Right now I don't like it as I loose one chaos lord and thus could only "reactivate" one
GtG artillery unit a turn in this setup...any advice? I should probably try it... but I barely have time to play around with this list.
Khorne Daemonkin (CAD) HQ Chaos Lord (135pts) Bolt Pistol, Kor'lath, The Axe of Ruin, Power Armour
Chaos Lord (75pts)
Troops Bloodletters (80pts)
Bloodletters (80pts)
Fast Attack Flesh Hounds (80pts)
Flesh Hounds (80pts)
Flesh Hounds (80pts)
Heavy Support Soul Grinder (135pts)
Renegades of Vraks (The Purge) HQ Renegade Command Squad (80pts) 4x Disciple, Command Net Vox, Arch Demagogue - Ordnance Tyrant, Warlord
Elites Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew
Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew
Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew
Troops Renegade Field Artillery Battery (120pts) 4x Field Artillery w/ Heavy Quad Launcher, 12x Crew
Renegade Field Artillery Battery (120pts) 4x Field Artillery w/ Heavy Quad Launcher, 12x Crew
Heavy Support Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew
Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew
Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew
Fortification Aegis Defense Line (80pts) Barricades, Comms Relay
Thanks for staying with me. I appreciate it.