2250 Warriors of Chaos
Daemon Prince (300): 575
Mark of Tzeench 15
Lvl 4 Wizard 160
Conjoined Homunculus 20
Tendrils of Tzeench 60
Blood Curdling Roar 20
Chaos Sorcerer (85): 206
Mark of Nurgle 20
Lvl 2 Wizard 35
Barded Chaos Steed 16
Skulls of Katam 50
Chaos Sorcerer (85): 206
Mark of Nurgle 20
Lvl 2 Wizard 35
Barded Chaos Steed 16
Power Familiar 25
Book of Secrets 25
Chaos Sorcerer (85): 206
Mark of Nurgle 20
Lvl 2 Wizard 35
Barded Chaos Steed 16
Spell Familiar 15
Enchanted Shield 15
Sword of Might 20
Chaos Warriors x20 (300): 415
Shields 20
Mark of Nurgle 30
Full Command 30
Banner of Rage 35
Chaos Marauders x15 (60): 95
Great Weapons 15
Full Command 20
Chaos Marauders x15 (60): 95
Great Weapons 15
Full Command 20
Chaos Knights x 5 (200): 315
Mark of Khorne 30
Champ & Standard 40
Banner of Wrath 45
Chaos War Shrine 130
Total: 2248
So far (knock on wood), I havent lost a game with these guys yet. Not even a draw. I have played 17 games with them so far and the closest game I had was against Tomb kings casket/stone thrower death. Second closest was a orc artillery train with tons of fanatics. Other than those I have played and won agains dwarf gunline w/ anvil, HE elite
CC list w/ dragon, multiple wood elf builds, 2 empire lists: one a gun line and the 2nd was knights with 2 steamtanks and 2 great cannons, Lizard skink heavy list, another chaos player with lord on dragon and lots of khorne knights and warriors. Pretty much every army at the
FLGS hates this build right now.
So, on to tactics: My 3 wizards stay in the middle of the big block of frenzied warriors running up the middle. Usualy casualties from shooting are minimal due to
MoN and since the banner makes the frenzied I dont have to worry about psycology screwing over my wizards.
Terrain permitting I post the big block in the middle flanked by the maruaders who lag behind a bit on the 1st turn to later deny the flank of the warriors from fast cav or flyers. The warshrine stays behind the big block and guards the rear. The cav are pretty much set up to counter enemy cav as long as there isnt a huge threat vs heavy warmachines present. In that case I use trees or whatever is available to screen them across the board. The Demon is used as a mobile turret and light unit hunter (such as light fast cav or warmachine crews later in the game). You really dont have to worry about bow fire for a few turns agains the demon. However you definately want to use whatever you can to hide him from warmachines until he has at least done enough damage to justify his cost and then you can start taking more risks with him. He should never be in combat with any unit he cant 80%+ break on the 1st turn of combat alone. Due to its very small number of units you really have to use terrain and move very preciseley to deny yuor oponent combat advantages later in the game.
On to the magic phase: The key is here to draw out enemy dispel dice. Target his mages or heroes with the level 1nurgle spell (4+ take a wound w/ no
AS) with all 3 of yuor mages until he dies or until he is out of dispel dice. Next key is to draw out his scrolls early. This will be done with your
lvl 1 spells or with the demon later. With yuor book always roll the lore of fire for extra damage. If you dont get fiery blast just resort to fireball. First turn after you use all 3 of your level 1 spells then swicth to utility: use 2 dice to cast the
lvl 2 spell (a unit gains regen for a turn) if you have it yuor oponent will probably let this go making your warriors nigh invuln for a turn. Now the Demon's turn. Use the 2 pool dice to throw the
lvl 1 Tz spell (1d6+1
str 1d6+1) at any smaller unit (cav are a great target for this just in case you roll high strength).. more often than not they will let this go off fearing the other 4 dice you have. I have had this spell eat a unit of empire and HE heavy cav. If it does he will most likely save dice for it next time which is a good thing. Now here is the tricky part: You have to PRAY you get the
lvl 6 Tz spell (Infernal Gateway). If you dont the lore of Tz is not a very powerful one. You do have a 2 in 3 chance of rolling it so hopefully you have it. This is where yuor last 4 dice go. Toss em all in. If you roll double 1's you have the ability to reroll 1 dice. Yuo almost always will get a 15 between your 4 dice, reroll, +1 for
MoT, and +d3 if you need it. He will scroll this for sure if he has any left (which is ok.. get them out of the way and find out who is carrying them so you can target them with the
lvl 1 spell next turn 3 times).
In the shooting phase give the big block or your cav if they are in range a roll on the EotG table. (Remeber both are frenzied so double 1's really has no effect until they loose combat). In subsequest turns use it on your maruaders to boost them up. Dont forget to scream with your daemon.
Next few turns keep walking forward repeating above process.; your Daemon should never have any trouble avoiding combat with flight.
Before your big block gets close enough to them enemy lines you will want to run your wizards out and join on of the maruader units unless they are in combat or gone. Then just run away with them. From shooting they only fear things that allow no
AS. Get in trees or whatever you can do with them. -1 to shoot from
MoN really helps. Since they HAVE to challenge you dont want them in combat with a lord or even hero fighty character that may ignore
AS's if there are any left on the field from yuor Infernal Gateways

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I hope this helps all my chaos buddies out there.
Have fun!