Daemons of Chaos is a stand alone book. The units & gifts within it cannot be used by Hordes of Chaos or Beasts of Chaos. For the time being, Hordes and Beasts work the same as they always have.
The Hordes of Chaos book is slated to be re-done in November.
Apparently, this summer there will be a "get you by" article in the White Dwarf that deals with HoC/DoC. Speculation is that it will contain rules on combining the two books, but that won't be confirmed until the magazine comes out. (This is mentioned in either the 'Ard Boyz or GT rules pack [or both]).
As far as the DoC book goes, it seems to be in stores on the east coast and people are posting what they've seen. From the Daemonic Legion website:
Army rules
+5 True ward no requirements that I saw
Daemons no longer poof they crumble
Lords (get 75 to 100 points of gifts if I remember right)
All greater daemons range between 400 and 450 points
Thirster - 7 at and nice ws and str
LOC - didn’t look
GUO- w 10, str 6, t6, at 4, mv 6 you can make him lvl 4 wizard for 120 more points starts as lvl 1
KOS mv 10 nice stats
Daemon prince- 300 points and can be marked for 35 points, same stats almost as hoc version
Named greater daemons(the ones I can remember)
Named guo- ability is to throw nurglings like stone thrower always wounds on +2 and allows no armour saves, only 1 wound per target under template
Named blood thirster type hero (has frenzy and this is only frenzy I saw in the book)
Named lord of change (has access to 8 spells but is only lvl 4 in dice generation)
Heros(50 points of gifts)(can have banners for +25 points)
Heralds give special effects to units, around 100 to 115 points , stats varied depending on god
Locus of khorne = hatred
Locus of tzeentch = +4 ward save/ herald of tzeentch is also lvl 2 mage, disc is +20 points, stats for combat are ws 3 str 3
Locus of slaanesh = ASF/ can be upgraded as wizard
Locus of nurgle regeneration/ can be upgraded as wizard,
Named heralds(the ones I can remember)
Epidimus nurgle - he gives you special abilities army wide for kills made by poison
Skull taker khorne- killing blow on +5 anything
Tzeentch herald - cool effect - get one power dice for every spell your enemy casts in his magic phase
All I remember sorry
Core(all core is 12 points)
Blood letters- mv 5,ws 5, str 6, at 1, t3, killing blow
Plague bearers - no longer have cloud of flies, but are t4 and poison attacks
Horrors-as previous stated get better spells with unit size) stats like a human
Daemonettes - mv 6, ws 5, str 3, t3, at 2, armour piercing
Furries- cant remember if there special or core, str 4, at 1, ld 2
Special all specials are +30 points apiece
Nurglings - ws 3,str3,at 3, w 3 scout and skirmish
Screamers
Flesh hounds ws5,str5,w2,mv 8 magic resistance 1
Cant remember slaanesh one
Rare
Crushers- rider gets ws 5 str 6 at 2/ mount gets ws 5 str 5 at2, +3 to riders save from mount, mv 7 I think! Can have command
Beasts- d6+1 at, ws4, t4(I think), poisoned
Flamers- ws 2, bs above 3, str 5, w 2, at 2, d6 str 4 shoots at 18 inch range mv 6
Fiends - str 4 at 4 mv 10 aura of slaanesh- enemy makes break test on 3 dice and discards lowest
Chariots are for heralds only if I remember right
Chariot of khorne - str 5 impact hits juger has ws 5 str 5 2 a
Chariot of tzeentch - fly str 4 imapct hits
Chariot of slaanesh- mv 10 str 5 impact hits
Magic
we have accesses to metal now
Nurgle lore -
Spell 1(cast on +3) - unit in baes to base with char red it str, ws, and like 3 other things to 1.…. Not reduced by one I mean all the way to 1
Spell 2 - flame template everything under it take toughness test or dies
Tzeentch lore
Gleen magic is true
Spell gives d3 dice to caster only to him though
Last spell is +13 and does 2dr str 5 attacks and turn them to horrors forgot rest
Daemonic gifts and banners (there are 8+ banners now and lot are god specific)
Banners
3d6 str 3 magic missile 25 points
All wounds from poison attacks from unit count double for combat res 25 points
+d6 movement first charge
+d3 to combat res I think its 25 points
Power lvl 5 all things in 12 inches take d6 str 6 hits 75 points
3 dice on break test remove lowest
Stubborn on first break test 25 points
All daemons within 12 inches are stubborn 125 points
Daemonic gifts(gifts range from 75 to 15 points)
2 full pages of gifts and banners… also the lords and heros profiles tell what gifts they can have to reduce confusion. They seem priced just right for there effects!
2D6+2 attacks for 50 points/ note this replaces normal attacks
+2 attacks- name is many arms
Sword does d6 wounds for every wound no armour saves 70 points
Armour +3 save and makes all magic weapons in base non magical 50 points
Gift that gives you char str 10
Spell breaker same cost and effect
Tzeentch will same effect
A gift that gives access to any lore in brb and you know all spells from lore 25 points
Many of the gifts listed above are god specific. Even Spellbreaker is limited to specific gods/characters.
Some specifics on Nurgle: Cloud of Flies is gone (not even as a gift), replaced with Poison. Regeneration is provided by Heralds joined to Plaguebearer units. Nurglings can Scout. Beasts of Nurgle do not have riders, but due to their slime trail enemies do not get flank/rear bonuses against them.
Single power armies are not going to be as effective as mixed armies. I know that a lot of people are put out by this, but times have changed.