Okay, so I've decided on a 1500 pt. army for the ICON tournie--
Here's what I've got.
Summoned Greater Demon--because. At a 100 points and with the new rules for possession, you're kind of an idiot not to get the Summoned Greater Demon.
Daemon Prince--Better, I think, then the chaos lord, and not really that many more points. It's a monstrous creature so I'm basically pulling the Carnifax/Hive Tyrant move, except with Chaos. Plus, I make the Daemon Prince a sorcerer, give him Wind of Change (in case I find a bunch of the enemy huddled together) and then give him wings. I'm not sure if he'll go toe to toe with a Wraithlord, but I think he will. Oh, lastly, mark of Tzeentch so that he has a 5 toughness and a 4+ invulnerable. Ouch!
2 squads of obliterators with 2 obliterators each: With the new rules for chaos deepstriking, the obliterators just went through the roof. Sure they lost a point of toughness, but that just means they're terminators with 2 wounds, better deep strike, and whatever weapon they want, including twin linked plasma guns. Notice how many things I have that can act as a focus for summoning these things. That's an importnat part of this army.
Raptors (9 with 2 meltas)+ aspiring champion with lightening claws--mark of Tzeentch. Okay, raptors with 5+ invulnerables stay around. Yes, you can no longer pump up the aspiring champion, but it doesn't matter that much. They have the icon which means they can act as a teleport homer for the obliterators (and can jump so I can get the obliterators down anywhere I want them) plus the aspiring champion can be popped in a pinch for the greater daemon. You lose lightening claws but you really are only out 60 points. The champion here is, by the way, not the first choice of hosts. Of course, as the daemon prince can fly, he's the unofficial leader of this squad.
Squad 1: (6 troopers+aspiring champion+rhino): The six bear a standard of chaos undivided (or whatever they call it now) and have a plasma gun. I give the champion a power weapon just in case. Clearly, I'm not going overboard on this squad. They are decent. They are not great. But as they can host the daemon or summon the obliterators and as they are in a Rhino and as they are very likely to be ignored by enemy fire, I can move them downfield in a snap with less flack than will be received by the raptors. Basically, if the raptors get hit by the enemy heavy, they pop the deamon. If they don't, squad 1 moves into position and pops obliterators and/or daemon. Plus, the rhino has a combi-melta which is one shot at taking out the landraider (or whatever).
Squad 2: (5 noise marines+1 noise champion+rhino): The rhino is a diversion. The squad doesn't start in it, but with a combi-melta, it is a diversion that one cannot ignore. The squad itself acts as a poor man's fireteam. They can fire a lot with sonic blasters and a single blastmaster. I gave the leader a power weapon and a doom siren, but if all goes right, he'll never have to use either. I may switch those out.
Last night, I played with a Defiler to round all of this out, but I'm trying to decide if I like that. To be honest, it's a lot of points for a weak dreadnought once it loses indirect fire. Now, with fleet of foot, I'm not really sure I see the point. I may replace it with a real dreadnought, or, if points allow, a chaos predator. I want more las-cannons, just in case.