Mikster wrote:Would an army of something along the lines of this work?
It adds up to 996.Will it be fun to play or will it be competative?
It ... will make for extremely challenging games? If all cav is going to work anywhere though it's going to work at low points (1000-1500), which seems to be what you're aiming for. The real problem with the list is that it adds up to a lot more than 996 points, as those chaos knight units cost 260 points a piece (requiring a 1560 point game to fit all of them in the 50% special cap). If you'd like to stick with 1000, here's my suggestion:
H: Chaos Sorcerer -
MoT, level 2, charmed shield, talisman of endurance, spell familiar, chaos steed = 206
C: 6 Horsemen -
MoS, musician, flails, light armor = 112
C: 5 Horsemen -
MoS, musician, t.axes, spears, light armor = 102
C: 5 Horsemen -
MoS, musician, t.axes, spears, light armor = 102
S: 5 Knights -
MoK, musician = 240
S: 5 Knights -
MoK, musician = 240
---------
1000
Sorcerer is rocking a solid 1/4+ save (+ charmed shield drop), and the extra spell means you'll get more and useful spells, the first step towards a devastating magic phase. All of the cav units lost their command save for musicians, because a) standards do very little for fast cav and cost too much on heavy cav for this point level, b) champions do even less for both units (and cost too much on chaos cav at any level), and c) musicians are a must have (and then some if you're fast cavalry!)

One unit of horsemen is a little stronger assault oriented, two are mainly for harassment (though spears mean S4 charge is doable vs weak underbellies), and Slaanesh on all of them gets around the general weak
LD of the list. The khorne knights are at their bare minimum, just built to kil kil kil.
Like I said you'll likely have to be a little more tactical, but the number of units and their often extreme maneuverability should help you pick your fights.
- Salvage