Join Date: Mar 2008
Location: Manchester, UK.
1st Thing - The Sorceror is only a Wizard. I don't think there's much point in taking the Book of secrets to give you spell, when you only generate enough dice to cast the two you already have.
Swap that for Soporific Musk on the Lord. Personally, I think this was badly written - I think it should say for Non Sorceror or Mark of Khorne Characters, but it's Games Workshop being lazy.
5 Chosen Warriors with Command Group? Bad choice. Waayyyy too many points for that - at roughly 30pts a model, they are going to be a better target for anyone with a range weapon than those harder to kill big blocks. Drop these completely.
The Knights I'm happy with.
Swap the Warhounds into 2 units of 5.
What the fuck is a Chaos Cultist? I assume you mean Marauder with that - drop the Command Group, and give them Great Weapons as well.
With the points received from the Chosen, take another unit of Great Weapon and shield Marauders.
Don't take, unless you know you're going to be facing Hordes and Hordes and Hordes of troops, Mark of Khorne with Additional Hand Weapons.
You're going to need a counter unit to those big bad Heavy Cavalry. Hand weapon and shield, or Halberd and Shield, to give some versatility (2+ Save or Str 5, without forgoing initiative, still with 3 attacks).
Doom totem on foot doesn't have the range to be effective.Take it with the Nurgle Banner, and you have a unit that's immune to range. Plus, I think you might be able to squeeze him on a Palanquin if you take the Mark of Nurgle, and put him in a unit. Challenges? Tell your opponent his has 6 coming from a mount that costs 50pts, and his face will drop. Very good, as you also gain a +1 Save, and lose nothig by keeping pace with your Warriors. If he's in the Warrior unit, those WS3 troops as well will just bounce off - 5+ to hit, 5+ to wound, 2+ to save. That's something insane like a 5% chance of any single such attack to cause a wound.