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Made in us
Spawn of Chaos



Findlay, OH

CHAOS LORD: Mark of Tzeentch (MOT)
Sword of swift slaying
Enchanted Sheild
Tailsman of Preservation
Dragonhelm
Favor of the Gods

SORCERER LORD: Level IV. (Lore of Shadow)
Spell Familiar
Collar of Khorne

EXALTED HERO: BSB
MOT
Shield
Blasted Standard

EXALTED HERO: Mark of Khorne
Jugger
Dawnstone
Sword of Striking

EXALTED HERO: MOT
Shield
Crown of Command
Biting Blade

32 WARRIORS: MOT
FC
Shields
Halberds
Banner of Rage

20 MARUADERS: MOK
FC
Great Weapons

10 CHAOS KNIGHTS: MOK
FC
War Banner

8 WARHOUNDS

The Lords, BSB and hero with the crown are in the warrior unit and the the Jugger hero is with the knights. What do you guys think?
   
Made in us
40kenthus






Chicago, IL

Looks like all your eggs are in one basket Better hope one of the new super spells does not destroy the unit in one shot.

The Marauder unit is too small - very possible that 20 GW marauders will be dead before they get to strike.

10 Knights is a huge unit, but adding a few more might be important. Having a few extra wounds to keep a full 2nd rank will allow you to disrupt units.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
Spawn of Chaos



Findlay, OH

yeah i know, but you gotta think, with the collar of khorne, that adds MR to the entire unit which has the MOT which the 6+ ward save adds to MR. So all together that unit has 3+ vs shooting, 4+ ward save from shooting, 4+ ward from magic and in combat the 6+ ward. ive played 8 games all together and ive been in close combat by the 2nd turn every game. The unit of 20 marauders is small, but the always do something amazing ie they killed a vampire lord on a zombie dragon 1st turn, 1st round of combat. a 3000 point game was over in 3 turns because of this, another, the same unit killed a high elf prince on a dragon while garrisoning a watch tower winning the game for me and in another game vs deamons kept a blood thirster stuck in combat for i think 3 turns. the last turn i had one left and needed snake eyes not to break and made it. to be honest with you, im thinking of taking the knights out and running two units of 40 MOK marauder with GW's. with the new steadfast rules, its just to hard to break units. all my knights do now is get hexed and hold units in combat
   
Made in us
Lord of the Fleet





Texas

Sorc Lord is illegal, 2 magic armors

Scrap Great Weapons on marauders, give them flails. they'll be able to kit stuff fast since they have zero protection (unless you added in light armor)

the warrior unit imo isnt too effective. 32 guys is just too many points. they may seem tough but getting bogged down in combat, they'll stall alot of points and most likely wont make them back

 
   
 
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