Alright Terro, let's rip into this sucker. First off, the army only has 1 fast threat that has to be dealt with: the knights + jugger. Yes, if you opponent devotes all their fire / magic to vaporizing this unit then your warrior blocks will have stomped up into position, but I'm not 100% that 3x 15 warriors, with no mark, are going to crack the enemy wide open by themselves. More than likely they'd have their M4 exploited and be flanked, as you don't have other fast things to put pressure on enemy movement.
Now how about a unit-by-unit run through?
L: Chaos Lord -
MoK, axe of khorne, runeshield, favor, jugger = 375
>This dude is really huge, and especially if he's running with the knights, I wonder if he even needs to be a lord? If you're like me you like those big combat stats too, and there's something right about having a lord lead your boys, but an exalted on jugger is a whole lot cheaper and still dead killy. Something to keep in mind if you need points. On the other hand, since your list is undivided for the most part, that Ld9 is actually pretty helpful. Though again, he's faster than most of the army, bringing his bubble away from where it's useful.
H: Exalted -
BSB, runesword, shield = 190
> Like Chaoslord said, I'd give this guy a horse, even if he's just standing in a warrior block. The save and the ability to power 14" if needed is great. I might also think about roar on him, because it's an amazing 20 points.
H: Sorcerer - 2 scrolls = 135
> Obligatory caddy.
C: 15 Warriors - full command, shields, blasted standard = 310
C: 15 Warriors - full command, shields = 270
C: 15 Warriors - full command, shields = 270
> Vanilla warrior blocks, decent. Not really that frightening in themselves though, and I wonder why you're 5+ warding 1 unit? To bunker your characters in? With the rerolled panic that's not such an issue, though maybe you were trying to keep the numbers up somewhere. What the banner does is ensure that the knights get chewed up sooner!
C: 5 Warhounds = 30
C: 5 Warhounds = 30
C: 5 Warhounds = 30
> I think that's 5 pups too many, but YMMV.
S: 5 Knights - full command, warbanner = 275
> The knight champ is 20 easy points, and I really don't think you need the warbanner if the jugger is riding with them. You may want the blasted in here though?
R: Hellcannon = 205
R: 2 Spawn = 110
> I think you should keep the hellcannon, but don't treat it simply as artillery. I've seen impressive tactics using the HC deployed aggressively and used to chew faces off, not simply fire from a hill somewhere. Also, I'm a fan of spawn, and you are going to want to nab marchblockers, with how painfully slow your infantry advance will be otherwise.
Total: 2230
And here's after my first pass at it:
L: Chaos Lord -
MoK, axe of khorne, enchanted shield, favor, jugger = 340
H: Exalted -
BSB, runesword, shield, steed = 206
H: Sorcerer - 2 scrolls = 135
C: 15 Warriors - full command, shields, banner of rage = 305
C: 15 Warriors - full command, shields = 270
C: 14 Warriors - full command, shields = 254
C: 5 Warhounds = 30
C: 5 Warhounds = 30
S: 5 Knights - standard, musician, blasted standard = 270
S: Chariot -
MoK = 150
R: Hellcannon = 205
R: Spawn = 55
Total: 2250
I mined some points out of the lord's gear, and mounted the exalted up. I personally would rather a flail (4 pts) over the runesword (50 pts), which would free up more points to get roar on the
BSB and collar on the lord, but the runesword makes him a very frightening character, so it can stay if you like it. Note the lord's (-1)+ save. That never gets old ... but still counts for nothing against war machines or killing blow. Ah well, just keep him away from that and get him killing.
The warriors are essentially the same, though one is frenzied forever, making it a far more fierce 15-man unit. Had to cut a warrior to make points, but I figure your sorcerer is going in a unit somewhere, might as well be that one. Also cut 5 puppies.
Knights were
de-champed but got the blasted ward going on, to weather the storm. Since you're running the jugger with them, try to go centrally to avoid being frenzy baited off into the corners or trees or something stupid. And there's the big change I guess, the "cruise missile" khorne chariot. This thing is drunkenly powerful, and again I'd jam it front and center and go-go-go. Maybe it dies to enemy shooting, but that means other things live to kill.
Hellcannon remains, though 1 spawn got ground up for its delicious points. The cannon on one infantry flank will hopefully deter marchblockers as well as the gribbly on the otherside.
Hope that helps, and good luck out there.
- Salvage
Automatically Appended Next Post: If you're interested, here's my
de-runesworded version:
L: Chaos Lord -
MoK, axe of khorne, collar of khorne, shield, jugger = 355
H: Exalted -
BSB, roar, flail, shield, steed = 180
H: Sorcerer - 2 scrolls = 135
C: 15 Warriors -
MoK, full command, shields = 300
C: 15 Warriors - full command, shields = 270
C: 15 Warriors - full command, shields = 270
C: 5 Warhounds = 30
C: 5 Warhounds = 30
S: 5 Knights - standard, musician, blasted standard = 270
S: Chariot -
MoK = 150
R: Hellcannon = 205
R: Spawn = 55
Total: 2250
I like it a bit better, gives the lord a 0/6+ save,
MR(2) to the knight unit that the lord rolls with, evens that warrior block back to 15, and makes your
BSB all the more useful, with the ability to go S7 (against chariots / big monsters / armored bastards) and also yell at irritating things in your way. Like priests on engines of the gods
- Salvage