HAHAHAHAHAHA!
I just read the "rules"! It's satire. I didn't realize it until I got to the end, where they say, "In a game as detailed and wide-ranging as WH:AOS..." All FOUR pages of rules.
But in all seriousness, house ruling a point structure based on the few stats shouldn't be too hard. For example, 10 points for a MV 5, SV 4+, BV 7, W 1 model. Assuming no range, hit and wound on 4+, with no rend, single Dam.
I mean, it's completely arbitrary based on looking at a couple units, and a single read through of the rules, but figuring out points for an army shouldn't take much more than an afternoon. Add a point / subtract a point for each increase / decrease in stats. Add a point for every 6" of ranged weaponry. Add some reasonable value for extra abilities, that sort of thing.
Again, moving away from the structure of 40k towards something different makes this game NOT 40k without Power Armour. It seems like it would appeal to people like Forgefather
Vulkan Tangi.
Given that there's no comparison tables, a unit's combat ability seems pretty predictable. Rend has a somewhat variable effect, depending on how "elite" the victim is. That said, looking through the Orc Codex, I only noticed a single Rend Value of "3" on one unit. Characters seem to have a rend value of 2, even the best of the best. So that's nice.
I imagine that within a month, someone will emerge with having the recognized "unofficial point set" for AoS. For the competitive types. But I don't think that's what this game is. Having read the "rules" I'm convinced this is aimed at the "Disposable" gamer. It is also somewhat interesting, as games with simpler rules often have deeper nuggets of strategy and tactics. Chess being a prime example. There seems to be a lessening of random... which is good.
*cough*hack*urk* I *huh* might just *hreee* try this *glurt* out. I really do like the Lizardman models... Who wouldn't want to kill pointy-ears with dinosaurs?
Though I feel dirty, this might just get me back into WH. Wow.