I am trying out the new Khorne Daemonkin as well and I must confess I am a bit bothered by the durability of many of the units. These are only my ideas of the situation right now and I just started with
40k after a long break and picked up the new
BA then the Chaos Codex so use your own judgement and don't take my thoughts as clearly defined facts!
Tanking with the Chaos Lord for example sounds like a really good idea but he only has
Sv 3+/ Invuln 4+ thus taking wounds quite quickly from both low as well as high Strength sources and you soon have to pass wounds to your Blood Crushers that will go down really fast so if you are gonna do it you are doing it right by giving him the armor I think. Just a turn of rapid firing Infantries (especially fire warriors!) will make the chaos lord sweat. The way to use him is from what I have tried is to escort him with hounds, tanking for him instead and saving points on the armor. He benefits greatly from having a loooot of cheap wounds right next to him just to Look out sir to instead of expensive ones that go down almost as fast. If you go with Flesh Hounds, take something like 10 of them at least in the Gore Pack for bonus on the charge!
Khorne Berserkers are kind of situational, they are okay in an Assault Vehicle but suffer much from using a Rhino instead. As well as being very vulnerable. A battle cannon will love you for example! A rhino will however move up 12" just next to your other guys. As long as they have other juicier targets, the rhino is quite safe! It might work, with the fiends, the lord and the deep strikers in reserve arriving turn 2/3 it could be a nasty few turns for your opponent. At the very least they will have a hard time moving out of their deployment zone.
The bloodletters suffer from only having 6+/5++ making them die from anything that looks at them but Grav which they are practically invulnerable against! Then if they do into assault range they don't have grenades, so they ideally should be either in cover, manning a gun (BS5, wow!

), or being second to assault. Whatever you do, do not deep strike them in Rapid Fire range, or close to any unit with a lot of shots. In their favor they usually clean up power armored units so try to to take care since that might leave them vulnerable when your turn ends and they stand out in open ground with nothing to protect them! They do hit like trucks once you get them in but expect many to fall since they are initiative 4 like most units and often you have to charge through cover (so you hit last + overwatch)! Once you get feel no pain from your Blood Tithe the situation starts to turn in your favour. I will probably go for something else than blood letters, unless I take them as a threat they must deal with but I do love the models!
I would probably recommend a Gore Pack with your army instead of a Charnel Cohort. It would mean more guaranteed early threat on the table assuming you deep strike the Charnel, bikes for potential anti-tank or cheap speed-freaks to claim objectives. And the Flesh hounds for your Lord! It frees up a lot of points which I would put in more flesh hounds, or more units, maybe pick 2 units of 1x Spawn? or 2 units of 8 cultists? Both of them are really, really cheap and annoying for your opponent. Spawns are fast and would go well with your speedy army to provide another potential turn 2 charge-threat to your opponent!
I feel that first turn is very important for us, moving everything ahead into cover and forcing a primarly ranged opponent to lean back instead of moving closer, in fear of the comming Khorne rampage.
If you find out any good tactics or ideas or good stuff in the Khorne army, share them with the community! Remember that Internet is for Khorne!
Sorry for a long first post, but I hope someone get some ideas from it or can come up with other interesting strategies.