I would like to see and possibly test version 1.01 as soon as it is ready. Our group is starting to get a few games under our belts and understand the rules more, hence I would be happy to start play testing this force.
So c'mon dobbsy, get me the list  ÂÂ

On a side note, I think the following:
1. Squads should stay as 8 man squads - for all the reasons of fluff, the khorne magic number is eight. Regardless of whether minis are hard to buy, that is not a consideration here and the rules should not be changed to suit this. I spent months getting together 62 stands of berzerkers (almost 8 retinues of them - 2 more stands to go..). Dammit, I am going to use them!! ÂÂ

  In my view, the 8 rule should only be for infantry.
2. Only the berzerkers and dreads should have fearless. I personally would not like to see the berzerkers lose feerless in place of its poor cousin stubborn. Berzerkers are not stubborn, they are insane. They should fight to the last man. That is why they are so feared.
3. What happened to the Juggers? Are they relegated to character models only or just 'bikes'? I would like to see juggers in there in place of bikes or as another unit. They would have a better armour, less move than a bike, and an extra attack.
4. I am unsure how realistic to a khorne strategy this would be, however why not do away with the air suppoort. Tzeentch was known for it's flyers, were khornate forces?
I am happy to test any list that comes out of this discussion. The fact remains however that these guys are supposed to be dead scary if they get into HTH. Other than that, they could be seen as cannon fodder with some nasty cannons and hard assault engines.
Then again, I may just change my tune after playtesting the rules and seeing how 'broken they may be ÂÂ

. Until then however, it is all just conjecture and discussion.