Chaos Lord-Mark of Khorne, Power Weapon, Melta Bombs-120pts
Greater Demon-100pts
10 Chaos Marines-Icon of Chaos Glory, Champion, Power Fist, Plasmax2-230pts
Rhino-Havoc Launcher-50pts
10 Chaos Marines-Icon of Chaos Glory, Champion, Power Fist, Flamerx2-210pts
Rhino-Havoc Launcher-50pts
14 Thousand Sons-1 Sorcerer, Doombolt, Personal Icon-397pts
9 Khorne Berzerkers-Skull Champion, Power Weapon, Personal Icon
Land Raider-Daemonic Possession-240pts
3 Obliterators-225pts
I plan to put the Zerkers and Lord in the Land Raider and leaving the Oblits and Greater Daemon in reserves to go where they are needed since everyone has an Icon. The troops will just be sent towards objectives as needed.
There's a funny thing about this list - when you start the first all your troops in the transports or off the table, the only exposed unti being the ultra resiliant TSons.
You gotta watch out for heavy lascannon armies, will pop your transports quickly as there's not much more for them to shoot at.
you might set up your force in a way, that one squad is outside of a transport and shields it's transport (and maybe others) this way, this is also a way to save some smoke grenades for later rounds. You can immediately enter your transport the next round.
But depending on what you are up against I think that you might lack some ranged anti tank (melta instead of flamer). Also I think that your lord is rather poorly equipped, unless you are doing this for fluff reasons, just give him the DW. If you are scared of the 1 when rolling for DW attacks just take away his mark and you halve the probability.
I was just trying to keep him from getting too pricey. Against certain armies I was thinking of leaving my troops outside of the transports and either using them for cover or quick objective grabs. If vehicles look to be a problem I can start the oblits on the table to see if I can cause some quick damage.