All right, since I was hoping to see some games against Chaos, I'll put up a Chaos list. I think that the current Chaos "power list" with the Daemon Prince and Gorebeast Chariots has a rather bad matchup against Empire in general, so I'll put up a MSU list that I want to test out:
Invaders - 2500 pointsCore - 944 points2 x Chaos Chariot
16 Chaos Marauders, Flails, Mark of Slaanesh
[Chaos Sorcerers go here]2 x 5 Chaos Warhounds
2 x 12 Chaos Warriors, Halberds, Mark of Khorne, Musician, Shields, Standard-Bearer
Special - 550 points2 x Chimera, Flaming Breath, Regenerating Flesh
Heroes - 611 pointsChaos Sorcerer, Dispel Scroll, L2 Wizard, Mark of Slaanesh
[Lore of Slaanesh]Chaos Sorcerer, L2 Wizard, Mark of Slaanesh, Skull of Katam
[Lore of Slaanesh]Exalted Hero, BSB, Armor of Destiny, Daemonic Mount (Barded), Halberd, Mark of Tzeentch, Scaled Skin
Lords - 395 pointsChaos Lord, Biting Blade, Crown of Command, Disc of Tzeentch, Enchanted Shield, Flaming Breath, Mark of Tzeentch, Soul Feeder, Talisman of Preservation, Third Eye of Tzeentch
Grand Total: 2500 pointsThe gist here is that this is an MSU(-ish) style of list - no unit harbors that many points, and almost all of them pack a punch. This list uses mobility, combo-charges, and a healthy dose of Shadow magic to deal its damage. Here's a unit-by-unit breakdown:
Chaos Chariots - Essentially, heavy chaff. Can fight off most light units on their own, and can add a fair amount of extra CR to an offensive.
Chaos Marauders - The idea here is a mage bunker that has a fair amount of bodies, can fight off the average mage hunter (WS4 S5 attacks at I4 are a heck of a disincentive), and won't panic, no matter how much it's shot at. In a pinch, they can be thrown into a fight, but they're mostly looking to hang back.
Chaos Warhounds - Bog standard harassers and redirectors. Nothing special here.
Chaos Warriors - The infantry hammers of the list, these guys provide a pinch of static CR and a whole lot of S5 attacks to shred stuff with. Also will never Panic.
Chimeras - A very important piece of the list, these are the shock troops - they move fast, have some protection against cannons, and will absolutely smash any infantry unit they come into contact with. Terror can also be potentially useful.
Chaos Sorcerers - Here for magic defense duty, mostly, though the Skull of Katam could work as a nice magic dice generation engine with a bit of luck.
Exalted Hero - The "wild card" of the list, he can hunt down anything too tough for the Chariots to handle, assist the main fighters in combat, or go hunting in the backfield. The 1+ armor/3+ Ward save combo makes him extremely hard to hit, and T5 plus 3 Wounds means you have to get lucky more than once.
Chaos Lord - The infamous "Hortennse the Discolord" build (because he can dance all night long!
), this guy is a "just try and kill me" kind of option that can jam whatever needs to be held in check until the proverbial cavalry arrives to chop it up.
So anyway, that's my submission.