japehlio wrote:Spawn are useless though...
I agree with all suggestions except for this one. Spawn are fun, and occasionally useful
That said, there's a LOT of stuff to cut from the list:
-HERO- 210
Sorcerer
-Book of Secrets
-Power Familiar
-Conjoined homunculus
-Mark of Tzeentch
-Level 2 wizard
-CORE- 608
12 Warriors - 304
-Halberds
-Shields
-Mark of Khorne
Champion
-Standard
-Musician
-Blasted Standard
12 Warriors - 304
-Halberds
-Shields
-Mark of Khorne
-Champion
-Standard
-Musician
-Blasted Standard
-SPECIAL- 565
5 Chaos Knights - 350
-Lances
-Mark of Khorne
-Champion
-Musician
-Standard
-Banner of Wrath
3 Ogres - 215
-Mark of Nurgle
-chaos armor
-Extra hand weapon
-Mutant Ogre
-Musician
-Banner
-RARE- 85
Chaos Spawn
-Mark of Nurgle
First,
these items should be dropped flat out, because illegal, redundant or a bad use of points. Cutting them gives you
227 points, which I heartily suggest you turn into +6 warriors for each unit (204 points total).
Next,
these items I would heartily consider changing or dropping. The bonus the homunculus gives is not worth the LD8 stupid test next turn (without a reroll as you have no
BSB) - and speaking of your sorcerer, I'd probably take spell familiar over power familiar, as more spells = more options + more casting in this edition. I'd also like to see some protection on him, like charmed shield + talisman of protection for a 3/5+ save at a mere 20 points. On the warrior marks,
MoK on warriors is awesome, no denying it. However it also means nearly your entire army is frenzied, which seems attractive to a new player especially but has serious downsides - an experienced opponent can drag all of your units around, hit them in the flanks and send you packing. Having some control over your army is a good thing. If you aren't looking at Khorne with modeling or theme in mind, I'd think about
MoT or
MoS instead. Tizz because it's a very cheap ward save, Slaanesh because it solves any psych issues your army is going to face without a
BSB around to help. Note that I'd keep Khorne on the special troops: these are assault units that can go operate away from the main battleline, so the extra attaks and ItP can come a little more in handy (especially with LD7 ogres). However they too can be turned sideways and smashed, so be careful of enemy chaff.
An aside on chaff: you need some dogs, like 2x 5 warhounds. They may seem useless to you now but fast redirectors are the key to victory in this game, not just uber killy unit combos.
Finally, I won't tell you not to take
these items but keep in mind that there are other options of equal or greater value. The power familiar I've gone over, but really I'm talking about the Nurgle. The ogres are frankly better off with
MoK, and it adds to their ahw for a ferocious 5A each, on top of the ItP. The Nurgle ... might maybe perhaps save you some small arms fire? And WS2 enemies hit you less often. Really not very good unless you're in it for modeling. On the spawn, I've done some work with spawn marks and found that your options go something like this, from most useful to least: Tzeentch, no mark, Nurgle, Slaanesh, Khorne. A spawn's job is to live as long as possible so as to be a nuisance as long as possible: Tizz is the only one that does this at a decent price, though Nurgs and Pink do it to some extent, just not as well. Khorne, not a bit
I have a tweaked list handy if you're interested, but I'll let you return to the drawing board and decide what you want.
- Salvage
EDIT
Tossing an alternative ogres build out there for you, then I promise to leave you to it!
OLD > 3 Ogres -
MoN, champion, standard, musician, ahw, chaos armor = 215
NEW > 4 Ogres -
MoK, musician, ahw, chaos armor = 220
5 points gets you Immunity to Psych, +7 attaks, & +1 stomp