Here's a link to my summary of the new rules:
https://www.dakkadakka.com/dakkaforum/posts/list/735313.page
This is my take on an alpha strike list, incorporating both World Eaters and Alpha Legion (personally, the two strongest legions).
Battalion (
WE) All Marks of Khorne:
HQ:
Exalted Champion - 70 pts
Dark Apostle - 76 pts
Troops:
Brimstone Horrors x10 - 30 pts X
Brimstone Horrors x10 - 30 pts X
Brimstone Horrors x10 - 30 pts X
Elites:
Berserker x7 - 128 pts
Fast Attack:
Raptor x5 - 85 pts
Raptor x5 - 85 pts
Flyer:
Dreadclaw - 200 pts
Battalion (
AL) All marks of Slaanesh:
HQ:
Chaos Lord - (Warlord - Unholy Fortitude) Jump Pack - 93 pts
Sorcerer - Smite, Prescience, Warptime and Delightful Agonies - 90 pts
Troops:
Brimstone Horrors x10 - 30 pts X
Brimstone Horrors x10 - 30 pts X
Cultists - 40 pts X
Fast Attack:
Raptor x5 - Plasma gun x2, Plasma Pistol x2 - 125 pts
Raptor x5 - Plasma gun x2, Plasma Pistol x2 - 125 pts
Raptor x5 - Plasma gun x2, Plasma Pistol x2 - 125 pts
Elites:
Leviathan - Butcher Cannon x2, Hellflamer x2 - 369 pts X
Heavy Support:
Giant Chaos Spawn - Nurgle - 75 pts X
Giant Chaos Spawn - Nurgle - 75 pts X
Giant Chaos Spawn - Nurgle - 75 pts X
1986 pts (A few points left over to account for whatever the weapons costs are for the
HQ's).
So, onto tactics. Everything not marked with an X, will be deep-striking turn one. The chaos lord will come down with the plasma raptors to give his aura for their shooting, and the rest of the
HQ's will come down in the dreadclaw with the berserkers. That's wave 1. Then, the three giant spawn make their way up to meet the rest of the army to lend their support. Every turn, I'll probably use the fire frenzy stratagem to make the leviathan fire twice (so he's pumping out 32 s8 shots bs2+ each turn). All of the
AL stuff will be -1 to hit at over 12" (bar the spawn and horrors). All of the
WE stuff get more attacks (so, even raptors will be decent on the charge given that they're rerolling hits and wounds with 3 attacks each). The dreadclaw can fly around and be a nuisance with it's guns and tie up key units in combat.
I haven't decided which relic to take, yet.
Here are the stratagems that I may use:
Forward Operatives. 1
CP for an
AL infantry unit to be secretly placed anywhere (more than 9” away from enemy). Then revealed when game starts. (Can be used for daemon summoning turn one - couldn't be in matched play for this list though)
VOTL. 1
CP to add one to wound rolls for infantry or bikers in shooting or melee. (In case I really want the berserkers to kill a unit).
The Great Sorcerer. 1
CP to do an additional psychic power.
Endless Cacophony. 2
Cp to allow Slaanesh infantry or biker to shoot again. (All of the raptors are slaanesh, so could be used to get another round of plasma shots in).
Standard 1
CP reroll.
Fire frenzy. 1
CP for helbrute. Doesn’t move, gets to shoot twice. (Leviathan).