Two Things:
1) You can't not take the Blightlord, so the list is 101 wounds.
FWIW.
2) Despite the theming, this is a disturbingly spammy and very 'competitive' list, that would fail at virtually every form of
AOS comp I've seen used - largely on number of characters, as well as 3+ war machines, and to some extent the two units taken in triplicate. The only place you're likely to run this list is in Unbound
AOS ... but then if you're playing in that wasteland, I suppose you'd want to bring the heat, wouldn't you?
If you interested in toning the list down, I'd first drop a PCC and account for the Blightlord's wound. Next, I'd also drop Festus - you already have one named character (and it's a DOOZY!) which I'm sure you don't want to cut, and you also have a TON of magic. You won't feel the loss of one more caster, but the army will look like less of a magic missile spam fest to the other player. This gives you 11 wounds to work with - I wish it were 12 as well, so I could tell you to take 3 Nurglings
Instead, take 11 wounds in something crappy, something fast, something thematic. 11 Nurgle Furies? 2 Nurgle Spawn?
You could also downgrade a Nurgle Sorcerer to a Nurgle Chaos Sorcerer Lord. Still be Nurgley, but just hasn't attained full blubberhood
His Oracular Vision is pretty pimptastic given how you're looking to
amp up saves anyway, and Daemonic Power is right in that synergistic deathstar combo sweetspot. Little better damage output if you give him a second weapon too.
But the real upside? Now you've got 12 wounds to play with. Which means 3 Nurglings, 3 Chaos Trolls, 2 Beasts of Nurgle, etc, etc.
EDIT: I just noticed you left out
two Blightlords, not one. So still 11 wounds, or 10 keeping the Nurgle Sorcerers. 2 Nurgle Spawn
ftw? (I actually quite like Spawn units in
AOS. Or 10 of some single wound things.)
- Salvage