I don't think Girthman's request is so ridiculous, if he's asking to know what Teh Internets feels the best mark combinations are. If you look at enough
WoC armylists in tournament batreps or just in general you are likely to get a pretty good feel for what marks work on which units. So here's my list of observations, with some of my own thoughts added in. Though do remember Girth that as far as I'm concerned, you should take first what you want to model, second what gels with you thematically, and third what functions well in the game. The balance among those three becomes the key to a good
army, not just list ...
For each unit I'll put the marks in brackets, in the order I see them taken or their theoretical use-for-value.
Demon Prince - [
MoT, Unmarked,
MoK] The only
DP powerbuild, if it can be called that, is
MoT + level 4 + tendrils of tzeentch, with the full intention of casting gateway while terror-bombing around.
MoT has the added bonus of making his laughable 5+ ward into a 4+, which he will need to keep his bloatedly overcosted self on the table. If it weren't for his ridiculous 5+ ward needing to be boosted, I would say that unmarked + diabolic splendor + roar/rage - in other words, as cheap as possible - is the other side of the spectrum from the 500+ point tendril prince, and then he's psychologically damaging to armies that care and relatively useless to others.
MoK has some possibilities due to giving him any kind of combat teeth, and flight makes picking soft targets to charge when he has to a bit better, but is ultimately not a great choice. Then again neither is a
DP. Modeling
ftw?
Chaos Lord - [
MoT,
MoK,
MoN,
MoS] If you're taking a lord you're clearly not interested in efficiency over style. His mark will determine his steed, which along with his mark will determine his model, so that often plays a large factor.
MoT is most common for the ward save boost,
MoK for the jugger mount and for all-out aggression,
MoN I see on solo lords most often (dragon riders, etc) though it's nerf to WS4 and WS8 opponents (rare!) are nice, and
MoS seems the most stylistic, though it allows for terror-immunity for taking on monsters as well as access to the steed of slaanesh's M10.
Sorcerer Lord - [
MoT, Unmarked,
MoN] The
MoT level 4 is the most ubiquitous chaos lord choice by far, for obvious reasons (ward and gateway amongst them). Unmarked level 4's are in reality perhaps a better tactical option, allowing access to a selection of lores that are
IMO better than Tizz (unseen lurker, pit of shades are good #6 spells, but the rest of the lores have wide application as well; and lore of fire is just smashy throughout). Since his mark determines his lore choice a lot will ride on that choice, but another boost for
MoT is the ability to put him on a disc, a very popular option indeed.
Sorcerer - [
MoN /
MoT, Unmarked] In an army with a (
MoT) level 4, his back-up casters are going to most often take
MoN, because the name of the game is being able to slam out #1 spells to back up the big guy's #6. Buboes is obviously a good spell, especially when taken by two
MoN back-up casters, though I have a feeling many people swear by
MoT for all casters, due to the hot sex that is flickering fire (and +1 to cast, and the ward). Once again
MoT also allows for disc-riding, providing huge mobility for flickering fire application as well as delivering roar into squishy, armored targets. So while I see
MoN taken more on back-up casters,
MoT does seem to me to be a bit better for the points. Without a level 4 on the table I would think 2-3x
MoT casters are a better choice, or a mix of
MoN and
MoT perhaps. Unmarked is always an option as well - it provides no defense bonus as the other two do, but it is 20 points cheaper and allows some flexibility with lore choice. Unmarked + book of secrets for double fireball spam is a nice trick.
Exalted - [
MoT,
MoK,
MoN,
MoS] On a
BSB,
MoT is easily the most common mark, as it leads to a 5+ ward when combined with collar / talisman. For those fighty exalteds or exalteds being used thematically, the other marks follow what I said on the lord -
MoT for ward and discs,
MoK for aggression and juggers (but always accompanying frenzied troops),
MoN for theme and nerfing WS4 / WS7-8,
MoS for steed of slaanesh or theme.
Warriors - [
MoS,
MoK, Unmarked,
MoN,
MoT] Faux-ItP or ItP is where it's at with warriors, which are weirdly vulnerable to fear/terror.
MoS is cheap and provides control,
MoK makes for insanely fighty units but frenzied so your call,
MoN is expensive and solves no psych problems, but provides better benefits than
MoT, which is itself fairly expensive unless you take big warrior blocks.
Marauders - [
MoS,
MoK, Unmarked,
MoN?] Same as above, but more so with LD7. I can't remember seeing
MoT marauders ever, though I'd like to run them myself some day.
Horsemen - [
MoS, Unmarked,
MoK]
MoS + flails is the most ubiquitous build, though unmarked with flails is pretty standard too.
MoK + flails is a true glass cannon, delivering enormous attak potential but relatively weak should anything survive.
Knights - [Unmarked,
MoK,
MoS,
MoN,
MoT] Knights are awesome in themselves, so whatever you add to them is usually groovy. Khorne knights are the obvious power choice (if baitable but whatev),
MoS I see quite a bit due to all these terror causers around,
MoN can be worth it for weathering the shooting storm, and
MoT I only see in conjunction with the standard of 5+ ward vs shooting (so 4+) for the same purpose.
Ogres - [
MoK,
MoS, Unmarked] When I see ogres on the table they're
MoK + great weapons, or perhaps
MoS + great weapons to deal with their LD7. Or just naked brutes to keep it cheap (me). I suppose
MoN is a possibility vs shooting, and I've never seen
MoT ogres actually run. I play WoT and I don't even mark mine
Warshrines - [
MoS, Unmarked,
MoT] Everyone sees the 3+ ward possibilities with
MoT and slaps that on, but I think this is a mistake. The warshrine is good at only TWO things: giving somebody a EotG roll, and surviving vs direct damage attaks.
MoT does not actually help with either of these worth justifying the extra 20 points.
MoS on the other hand gives it the ability to hold up scary things looking to flank your people who can actually fight, instead of being outnumbered and auto-breaking (I have 0 faith in the shrine's ability to fight things).
MoS is also cheap, which is ideal as again the shrine is hardly worth its price tag as is. Which also makes unmarked attractive
Giant - [Unmarked,
MoT,
MoS] Not a lot of experience with marked giants, besides that the
MoS one seems to be everybody's favorite. Personally the price is totally prohibitive - the giant needs to be both kept as cheap as possible (it's going to die, to shooting / magic usually) and as protected as possible (i.e. not
MoK, and to a large extent not
MoS, though it works in a close combat sense). I actually like
MoT for my own giant, for the off chance of catching cannonballs and things.
Spawn - [Unmarked,
MoT] Again, spawn need to be kept cheap and kept alive as long as possible. None of the marks really do this
IMO besides
MoT, which hardly raises a spawn's cost yet gives some measure of defense. Ultimately unmarked is probably best.
Did I miss something that can be marked? Think that's most everything ...
- Salvage