Welcome to Dakka K
Even if you asked for a good chainsawing of your list, I'm not sure how much I can change it up. You've made a lot of solid choices, and I think your optional stuff is pretty decent for the most part, as far as more marauders and a stronger magic phase goes. The only thing for me is keeping the cost on the jugger down, which means keeping his magic weapon light and such. As far as the regen hat, I think
KB is the bigger issue for the dude, and regen isn't going to help stop that.
Anyway, here's a 1500 point tweaker, that could flower into a 1600+ one with things added:
H: Sorcerer -
MoN, power familiar, level 2, barded steed = 181
H: Sorcerer -
MoT, book of secrets, level 2, disc = 185
H: Exalted -
MoK,
BSB, sword of might, shield, jugger = 225
C: 18 Marauders -
MoS, full command, shields, light armor = 138
C: 5 Horsemen -
MoS, musician, flails, light armor = 96
C: 5 Horsemen -
MoS, musician, flails, light armor = 96
C: 5 Warhounds = 30
S: 5 Knights -
MoK, warbanner, standard, musician = 285
S: 5 Knights -
MoK, standard, musician = 260
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1496
Really it just implements some of your ideas while cutting it down to 1500: nurgle sorcerer general gets a pony and more marauder friends, takes the familiar from the tizzer and gives him a book (so he's now a mobile
MM platform ... that has dangerous miscasts, but meh), cuts the jugger down to size and grinds up the second puppies for kibble (who seem less useful @ 1500 with 2 units of horsemen for utility work as well).
For 1600, I'd add back the dogs (30), give the jugger bronze armor (15) and think about maybe a spawn (55) or maybe more gear for the casters.
- Salvage