Marauders will get minced - until you realise that each Swordmaster has 2 attacks, one each Marauder costs 1/3rd of the price.
Marauders, Great Weapons, and Mark of Khorne. A unit of marauders 30 strong, run in 6x formation typically has 18 S5 Attacks, hitting on 4's, killing on 2's (statistically, 7-8 dead) while risking a typical 10 deaths. On kills, you lose by 2 - with the charge, and a banner (provided the Swordmasters don't have one), you equalize. If you managed to hit the SM's with something like Treason of Tzeentch, then you've typically removed a rank as well, so you're at +1.
Knights - should really keep away from Swordmasters - with hitting on 3's with a reroll, and S5 wounding on 3's and reducing their armour save to 3+, they are much worse off than if they jump headlong into a unit of Spearmen. If you can hit them with Soulblight (Lore of Death) or The Enfeebling Foe (Lore of Shadows), then they are hitting on 4's with a reroll, and wounding on 6's, with no save modifier - a unit of 20 ranked 5x4 has 20 attacks, so 15 hits, and 3 wounds, which are typically all saved.
In return, you hit with Mark of Khorne/Khorne Banner Knights and Ensorcelled Blades with 3 S5 Attacks each, and 2 S4 attacks each - that's 15 Attacks, hitting on 3's, killing on 2's - 8-9 Kills from the Knights, and 10 Attacks hitting on 4's, wounding on 3's, saving on 6's - 3 kills from the horses. 11-12 kills, versus none, Charge, Banner, versus 3 ranks, Banner = 14 versus 3. Unless it can pass a Ld2 test, then its dead meat.
As for Korhil on a chariot - he is 270 points. Very expensive. Now, Korhil doesn't have a Ward Save. He is still a 2 Wound, T3 model. However, he does have a 3+ Armour Save, so is still reasonably resilient.
If you want to keep your Warrior unit in the fight, take a Lore of Death Sorcerer with a Stubborn Hat. Attempt to cast Spirit Leech - 7+ Spell? Easy enough. Roll a dice, add your leadership - you only need to roll 1 higher to gimp him beyond belief, especially if you get off Doom and Darkness. That way, he needs to roll a 4+ to even level the score, and if you roll a 6, he's instantly dead. Alternatively, Fate of Bjuna for 2D6-Toughness (and to a lesser extent Caress of Laniph), and wounding on a 2+? Average 5 hits, wounding on 2's, with no armour save, and subject to stupidity if he survives.
Assuming best case scenario - 5+ Overkill, 1 kill, and charge = 7+, versus Banner, and 3 ranks, results in 7+ versus 4+, reducing you to Ld5 at best case.
However, if you are not running Heroes in your Chaos Warriors, then don't bother to place a champion in the unit. Otherwise, you can have your Champion just eaten by a combat character at the expense of 1 extra attack for the price of another warrior.
Consider GW Chaos Warriors against him. Your Initiative is wasted - in return, you have 3-4 models in contact, and extra rank of attacks - that's 9-12 attacks, hitting on 4's, wounding on 2's, saving on 6's - he shouldn't survive to do the same. Even if the Chaos Warriors are killed/fleeing, you have killed Korhil, stopping him from running the same.
The maximum damage output of a charging Lion Chariot with Korhil against a none-challenge is 14 wounds - and that's assuming that they get 6 impact hits, hit, wound, and have no passed armour saves. So with assuming also charging downhill, that's a total of +16. Sounds nasty, when you have likely +4 from ranks and banner, and 2 wounds, for +6, bringing it down to +10. However, with an average of 3 Impact Hit Deaths, 3 Kills by Korhil, 1 Kill by the Crew, and 1 wound by the Lions, that's 8 versus 6, which compared to the overkill is only 6. If you take the Slaanesh banner, you will not break. It is a naughty combo, but one which is dedicated to taking on Large Base infantry. Against many other armies, they just can't kill enough to make that much of a difference, can be shot off the board before they do anything, or magic'd into nothingness.
Can you provide a more exact army list?
Going off what you've given, I have the following;
Korhil on Chariot (270)
There's not much more to go off, but it would be helpful for a more concise list.
For 2,400, there are two ways to go to beat HElves - I'm guessing he will bring Teclis at that level, and you cannot really counter his magic.
There are several tricks you can pull, and Warriors of Chaos are the best at manipulating magic.
The Feedback Scroll is the best way to counter Teclis. He often attempts to use as many dice as possible to cast a spell to maximise his Special Hat - so for each dice used, roll a dice. On a 5+, he takes a wound - without a Ward Save, Teclis is fairly dead. Back up with The Tricksters Shard as well, and you can guarantee that a previously wounded Teclis will not attempt to dispel.
This is my current list -
Valkia the Bloody
Exalted Hero, Battle Standard Bearer, Shield, Mark of Tzeentch, Soporific Musk, Banner of Swiftness
Chaos Sorceror, Level 2 Wizard, Lore of Death, Feedback Scroll, Third Eye of Tzeentch
51 Marauders, Great Weapons, Mark of Khorne, Musician, Standard Bearer
50 Marauders, Great Weapons, Mark of Khorne, Musician, Standard Bearer
5 Marauder Horsemen, Mark of Slaanesh, Standard Bearer
5 Marauder Horsemen, Mark of Slaanesh, Standard Bearer
23 Chosen, Mark of Tzeentch, Shields, Musician, Champion, Eye of the Gods, Standard Bearer, Banner of Rage
Warshrine, Mark of Tzeentch
Warshrine, Mark of Tzeentch
Valkia, the BSB and the Sorceror all join the Chosen.
It abuses the Eye of the Gods table - this is how the Chosen unit works.
1. Deploy the Chosen.
2. Roll on the table. Reroll 2 and 7, can use Favour of the Gods to modify 3, 6, and 8 to 2 or 7. Can use Favour of the Gods to modify any result by +/- 1, depending on which is preferential.
3. Place Characters in unit.
4. Roll magic. Attempt to get Aspect of the Dreadknight.
5. If Aspect of the Dreadknight is available, cast empowered variant for Terror, to bypass 2 results on the table.
6. Warshrine 1 empowers Chosen.
7. Forced Reroll any duplicate results (continue rerolling until you generate a result you don't have). +/- 1 to more favourable result. Use Valkia to reroll any still unfavourable result.
8. Warshrine 2 empowers Chosen.
9. Forced Reroll any duplicate results (continue rerolling until you generate a result you don't have). +/- 1 to more favourable result. Use Valkia to reroll any still unfavourable result, +/1 to more favourable result. Forced reroll any duplicate results (continue rerolling until you generate a result you don't have). +/- 1 to more favourable result, etc etc.
In the end, as you theoretically carry on doing this until you get a result that you cannot +/- 1 to a previously achieved result, your opponent will either waste all of his time watching you continue to reroll, or tell you to just choose.
When you roll a unit that causes Terror, Magic Resistance 3, Stubborn, 3+ Ward Save, 3 Attacks apiece, and a 2+ Armour Save, it is very, very nasty.
Throw in a Soulblight on Enemy units to bring them down to S and T 2 or 3, and enemy units get blended.
GW Marauders are undercosted and with MoK doubling their damage output, astoundingly deadly.
Marauder Cavalry are there for Blood and Glory, (instead of having 6 points, you have 8, with a break point of 3 - at 2,400 not many armies equal or better that, and an Immune to Panic Fast Cavalry unit that does not want to get killed is very, very hardy indeed)
Valkia can just eat everything as well - 7 Attacks (6 normal, +1 from Frenzy), with AP, and S7 Killing Blow charge at Initiative 8 and WS9, attacks against her are at -1 Strength (so Korhil, for example, is wounding on 4's), and models in base contact lose 1 attack (so Lion Chariot has 2x Lions with a single attack, and Korhil with 1 attack, and charioteer with 1 attack).
If Korhil is beginning to threaten the unit as well, you can just lone charge Valkia from 20" away. It's a risk, as she'd lose her Ward Save, but with only 2 Attacks, and wounding on 4's, she has a good chance of surviving, provided no Killing Blow (Statistically a 1/12 chance of occuring even so - remember though that thanks to I8, no reroll to hit from ASF).
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