SMR:
Not bad for a first list; You have a lot of good elements, but like most people to Chaos, you may want to take it easy on upgrades. It's very easy to go over-board. Also, just some general advice, is that you placed all the utility on your non-troop units, which are smaller, more expensive and easier to kill, while the troops are better at other things. I'll go through that for you though:
HQ1:
Not bad. However, purchasing a bolt pistol, inferno bolts, bolt of change AND winds of chaos are all shooting attacks. Only one may be used per turn, yet you have 3 choices here and you really should stick to one. That's a huge investment for very little. The bolt pistol will not be used while you have Wind and the Bolt of Change is for anti-tank usually. To top it off; you took two major powers, which is illegal, unless you buy a Familiar to allow it. The rest is alright, but overall, you're looking at a 200 point lord who is very slow and cannot get where you need him to be in time. Also, he has poor combat ability, so the idea of counter-attack doesn't really do much for him, as he doesn't even have a power weapon, and chaos lords main strength are in combat. Shooting can be done by other units, more efficiently and cheaper. I would suggest you pick a phase and focus; he's better in combat; but if you want to shoot, maybe take a Lord that moves fast with Bolt of Change... I'll make some examples:
Shooting Lord:
Chaos Lord
-Mark of Tzeentch
*Disc of Tzeentch (flight)
*Daemonic Aura
#Bolt of Change
He's cheap and will do the job well. He flies around quickly and fires his bolt of change effectively. Overall much cheaper and more worth while and he will shoot down his targets while not having any dead weight upgrades. You can substitute a few things as well, such as adding doom bolt or wind for example, but I wouldn't. Using his Ind. Character status, and 24 inch range attack, he should be able to keep out of enemy shooting potential so long as you have other units near by.
Personally though; I'd recommend a combat Lord, for counter assault:
Chaos Lord
Mark of Tzeentch
-Daemonic Resilience
-Daemonic Aura
-Daemonic Flight
-Dark Blade
-Bolt Pistol
#Wind of Chaos
Frag Grenades
He's cheaper and more well rounded, yet still a Sorcerer. The point is to move quickly (flight) to get up close and personal and use the Winds of Chaos. Then you jump into assault with your powerful S6 power weapon attacks, which will chop through everyone. Much more effective in both aspects of shooting and assault.
Elite1:
10 Chosen is really pushing it. They're slow, on foot, vulnerable and have no transport. What's more, they have counter-attack, yet no combat ability (no champion for example with a power fist for example). Instead, they resemble a Havoc team with plasma guns and full grenades, yet the grenades will not be used hardly (the plasma is better than the grenades against those targets, and you having frag grenades will rarely make a difference, because rapidfire prevents assault and you have all rapidfire here). So in other words; you need to choose to shoot, or attack, or even both, but you need to round them out. Otherwise, I'd suggest you drop them. They're too expensive for a single extra plasma gun compared to a Troop selection and lack a transport to get that plasma where it needs to be. I would drop this entire unit for the following:
Troop Alternative
-CSM x 8 or 10
-Plasma Guns x 2
#Infiltration (possibly)
***Possibly an Aspiring Champion with a Power Fist
Or, to fix this squad and keep it: drop all grenades here, drop counter attack, and take a Rhino. The Land Raider will not be an effective transport for it's price; while it's lascannons are wasted if it's moving fast to get your marines closer to the enemy. I would save the points, and take the Rhino, and take a Predator for lascannons instead.
Troop1~3:
These squads, even by your description, just really aren't worth it in my opinion. You're taking large mobilized squads with nothing but a heavy bolter, which is not mobile and long range. Odd mix. Instead, you're placing on your havocs all the pressure to kill tanks. Instead, I would recommend you swap the havoc's role and your troop's role in this army (ie: troops for anti-tank, havocs for anti-infantry). Missiles and Lascannons and tank hunters are cheaper on troops than havocs, while havocs can pay a decent price for several heavy bolters and make better use of them. I would give transports to other units, like those chosen. It's also a good idea, to have at least a few squads which can move around and fire on the go; so I would rig a troop up to have a champion for combat, and some meltaguns or something for example in a rhino.
Examples:
CSM x 8
-Lascannon
-Plasma gun
#Tank Hunters
CSM x 10
-Plasma Guns x 2
-Asp. Champion; Power Fist
Rhino
Heavy1:
The Land Raider is ok; but really, what's its true role? If it's transporting, it's move; so the lascannons will not always be able to fire to full effect. That makes it pretty difficult to be worth that big chunk of points. Instead, I would opt for a Predator with Hull and Lascannons, as it has the same front armor, more lascannons and allows you to split up your transport and anti-tank role into two different units so that not all your eggs are in one basket.
Heavy2~3:
Havocs can really be expensive, really fast. Personally I would move these missiles into Troop selections. Or at least move one of them. Instead, if you want heavy bolters, for anti-infantry, consider a unit of Havocs with heavy bolters and infiltration, instead of tank hunting missiles. Tank hunting troop lascannons are more effective and cheaper than 4 missiles are at anti-tank roles.
Example:
Havocs x 8
-Heavy Bolters x 4
#Infiltration
Otherwise; consider Autocannons with tank hunters even.
Anyhow - good luck!
Cheers!
