Here's my 2k raiding force with a big emphasis on Prophets of Flesh. So far it is 5-0 against Raven Guard, Space Wolves (twice), Blood Angels and Chaos Knights.
Prophets of Flesh Patrol
HQ
Urien Rakarth
Elites
4 grotesques - cleaver and flesh gauntlet
Troops
5 wracks - electrocorrosive whip, ossefactor
5 wracks - electrocorrosive whip, ossefactor
Heavy Support
2 Talos - macro scalpel, chainflails, 2 heat lances
1 cronos - spirit probe
Prophets of Flesh Patrol
HQ
Haemonculus - Electrocorrosive Whip, Hexrifle, Vexator Mask
Elites
3 grotesques - cleaver and gauntlet
Troops
5 wracks - electrocorrosive whip, ossefactor
Heavy Support
2 Talos - macro scalpel, chainflails, 2 heat lances
2 Talos - macro scalpel, chainflails, 2 heat lances
Black Heart Patrol
HQ
Archon - Huskblade, blast pistol
Drazhar - warlord: Hatred Eternal
Elites
5 incubi - demiklaives
5 incubi - demiklaives
Troops
5 kabalites
Transports
Venom - 1 splinter cannon, twin splinter rifles
Venom - 1 splinter cannon, twin splinter rifles
This list bleeds Bring it Down secondaries, but it is very good at taking the center of the board and staying there. The wracks are usually mvps since they score points on easy objectives and Black cornucopians almost always guarantees you Deploy Scramblers or Engage on All Fronts.
I tend to use the incubi to clear out small 5 man units camping on objectives, they're surprisingly efficient for their points in this edition, particularly when you have Drazhar nearby (who by the way with Hatred Eternal will kill just about anything you point him at short of a knight).
I'm still humming and hawing between heat lances and haywire on the talos, but I'm leaning more in the heat lance direction because haywire doesn't actually tend to do all that much to vehicles if it's your only source of AT, and the heat lances are great at killing multiwound infantry like aggressors and centurions. The heat lances can also be fired in combat, which happens more often than you think since talos can usually survive the first round of combat.
The Vexator mask is also much more useful in 9th than it was at the end of 8th now that the defending player gets to choose the first non-charging unit to fight.
And finally the grotesques are just a great roadblock, they don't put out a ton of damage, but they will almost always stop a big melee unit dead in its tracks for at a least a turn or two. This allows your talos to do what they do best while you grots are busy tarpitting the dangerous stuff.
I have yet to play against Salamanders or Custodes with this list, I'm less worried about Custodes but the amount of mortal wounds or single damage flamer wounds that Salamanders can put out makes me nervous.