Played another game tonight and got to take some of the formations that I would not otherwise take in a tournament list. I have to say that the game was quite fun using these units.
The army taken:
Berserkers + Rhinos
Bikers
Terminators + Daemon Prince
Bloodpack
Khorne Support Engines (Cannons of Khorne)
Khorne Support Engines (Doom Blasters)
Greater Brass Scorpions x2
Juggernauts
Hell Talons
Hellblades
The army they came up against:
Land Speeder
Thunderhawk
- Devastator,
- Assault + Chaplain
Thunderhawk
- Tactical
Tactical + Hunter
Tactical
Terminator
Whirlwind
Whirlwind
It was a tough game which saw each side desperately trying to close the game out by 3rd turn. This did not happen and with World Eaters winning the 4th turn initiative, allowed them to place the killing blows on the BTS and otherwise indestructable Terminators to finally win the game 2-1 (BTS + TSNP vs BTS). The final point actually came down to a final 5+ dice roll in which I rolled a 6 for victory.
Awesome game and awesome opponent. Thanks punkskum for an enjoyable and long (5 hour) game. We will do it again.

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Greater Brass Scorpions - This was the first time I have had these get into Close range combat and they performed exceptionally. Currently they have Reinforced Armour and Invulnerable Save. This raised a question in my mind, however without a Void Shiled for protection, it most likley is a warranted addition.
Bikes - These were shot up before they did anything really
Juggers - These remained broken for the whole game pretty much
Terminators - These landed on the ground through a teleport only to meet huge resitance that saw them all dead within the first 5 minutes of showing themselves
Khorne Support Engines - They did OK in this game as I kept them on Overwatch and they pretty much defended my back line, They are purely glass hammers however - great effect but cannot really take a punch if they are to survive turn after turn (purely due to their numbers)
Aircraft - same old same old
Blood Rage (+1 to charge ability): Whilst this ability allowed some formations to complete a charge, it was as much as a curse as it was a blessing. Formations that were attempting tactical moves were invariably failing and either breaking and running for cover or removing BM to stay in the game. As punkskum saw tonight, it almost lost me the game with 4+ activations not being uncommon. I would suggest people play this rule before making their minds up to see how tragic this rule can be to otherwise well laid out plans. It was very fluffy however and suits the force very well - although nail-biting as hell

That's it for now. Hoping to take many varied forces in the future games to come
Cheers.....