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Made in us
Raging Ravener



Virginia

This is pure theoryhammer, but it looks to me like Marauder horsemen, when given a mark of Khorne are criminally undercosted. Why? They benefit from all Bloodbound buffs, and doubly so for extra attacks because they have two melee weapons. They can shoot; they have a decent save (for Khorne); they can move. I don't think they can win a game alone--no rend means hard targets can be a problem--but they can easily tear through some bubblewrap and do damage to the real meat of an army.

Here's one army that uses a big blob of the horseNords, with obligatory stormfiends backup:

Mighty Lord of Khorne
10 Bloodreavers
10 Bloodreavers
10 Bloodreavers
25 Marauder Horsemen with Mark of Khorne
Chaos Warshrine
Bloodstoker
Bloodsecrator
Sayl
6 Stormfiends

This comes to exactly 2000, if my math is righBasic battle plan: Bubblewap with bloodreavers as necessary. Sayl casts Arcane shield on the horsemen first turn. If they're in charge range (depending on who went first, mission, etc.), plant the banner and give them extra attacks with the lord. If they're not in charge range, move everything up--the horsemen should be beyond midfield. Try to cast the warshrine on them for re-roll hits (note that this applies to their shooting attacks also). With the Bloodstoker, you have a 15" charge range.

On the turn you're in charge range, chuck your javelins. If the warshrine went off, you re-roll to hit and should cause approx. 19 wounds.

Charge in. You probably can't get every model within melee range--some need to snake back to get the banner buffs, the models are pretty big, etc. So let's assume you get around 20 in (maybe not all against the same unit). In that case, you have 60 javelin attacks (1+1 from the bloodsecrator + 1 from the command ability) and 80 hoof attacks (2 base, plus the buffs). With the warshrine, that translates to about 93 hits. With the bloodstoker, it translates to 49 wounds. No rend, but still, not bad.

Then you have a 4+ save and two wounds each, with no battleshock. And you can pretty much block off the entire center of the board.

In your next turn, you can chuck your javelins into the enemy's support (9" past the front line), or disengage, hit something with the javelins, then charge in again. Meanwhile, Sayl is sending your Stormfiends into midfield and beyond, where they can roast any hard targets.

It's something of a one-trick pony, but I like the idea. Any thoughts?
   
 
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