Join Date: Jan 2009
Location: Joliet, Illinois, USA
A 200pt game will really allow the Marauders of Chaos to shine. Modest WS, decent AS, and decent S if given flails or GWs. As the points go higher, you can afford to modify them a bit, or toss in a whole extra unit, or both!
The Marauders are powerful if given the charge, but will succumb to anything heavy hitting or ranged. Granted, you won't need to worry about this too much given the small armies you'll be facing, but do make sure to account for this. If it becomes a problem, just throw in a tiny vanilla unit of Marauder Horsemen.
As for what Vaz said, a sorcerer would give some serious hitting power to your list, no matter the point allotment. You won't benefit from one early on, but for week 2 or 3 and beyond, it'll be the doom of your foes to actually have the potential to unleash your magic upon them, and to be able to dispell their magic.
I would find it hilarious to take a single, relatively giant unit of Warriors of Chaos. Given them halberds and MoN, and let them go to town. Conversely, unleash a horde of hounds! Okay, so maybe these ideas are just terrible, but you can at least see that you have a fun opportunity ahead of you, just put some thought into the few models you can bring along and you'll be more than fine.
"In the eyes of the Elves of Ulthuan there exists no fear, only grim determination.
Until one has witnessed them in combat, one cannot comprehend the power that they possess."