This is designed to hopefully fair well against most armies, although I'll mainly be playing High Elves and Night Goblins. So, what makes it better suited?
Chaos Lord – 313pts
Chaos Runesword; Chaos Armour; Gaze of the Gods; Shield; General
Aspiring Champion of Chaos – 100pts
2 Hand Weapons; Barded Chaos Steed; Chaos Armour
Sorcerer of Chaos – 120pts
Magic Level 2; Lore of Death
Sorcerer of Chaos – 120pts
Magic Level 2; Lore of Death
12 Chaos Warriors – 210pts
Hand Weapons; Shields; Heavy Armour; Full Command.
9 Marauder Horsemen – 159pts
Hand Weapons; Throwing Axes; Musician.
16 Marauders of Chaos – 117pts
Flails; Hand Weapons; Light Armours; Musician.
6 Warhounds of Chaos – 36pts
6 Warhounds of Chaos – 36pts
3 Nurglings – 120pts
12 Daemonettes – 180pts
6 Screamers of Tzeentch – 198pts
Hellcannon – 270pts
3 Chaos Dwarf Crew
1996pts
So...C&C...
As fast cavalry, your Marauder Horsemen cannot claim a rank bonus. Therefore 9 are far too many for a single unit - if you have another model, two units of five would be much, much more useful.
How are you going to rank up your Marauders? I'd try to go for ranks of five myself, which means either one less or four more: they have large bases already, and since their combat abilities aren't exceptionally fantastic (although by no means poor), too wide a frontage will be a disadvantage. Ditto the warriors.
The Aspiring Champion can't use an additional hand weapon on horseback.
The Chaos Lord is stuck on foot: if he joins one of the infantry units, it will be very easy for the enemy to avoid him. That's not something you want for such an expensive combat character: either make it so the enemy has to come for him (make his unit a big target), or give him the speed and manouevreability to seek out the enemy. Remember, a horse-mounted character can still join infantry units.
Overall, I think the problem with the army is that it lacks focus: you've spread so many points out in the fast stuff, the combat infantry, the magic, the expensive characters and the Hellcannon that your army is Jack of all trades and master of none. Ideally, you want your units to work together to complement each others' strengths... right now, the cavalry seem to be trying to fight independently of the infantry, the cannon is left taking pot-shots on its own, the sorcerers are unable to help the rest of the army except by simply doing their best to kill as many enemies as possible, and the infantry are very low on numbers and support... apart from the Hounds, it doesn't look like there's anything to back them up after the initial charge. Considering how badly they're going to be outnumbered by most enemies, and that the units themselves aren't actually that tough, that's a dangerous set-up.
| QUOTE (LordChilipepa @ Jun 4 2007, 12:34 PM) |
| As fast cavalry, your Marauder Horsemen cannot claim a rank bonus. Therefore 9 are far too many for a single unit - if you have another model, two units of five would be much, much more useful. |
True. But I say: drop 4 Marauders and upgrade one unit of warhounds to one of Fleshhounds of Khorne. Why? Just because there's already in this army an unit of Tzeentchian daemons, one of Slaaneshi daemons and one of Nurglian daemons. It would be nice theme-wise if there were some Khornate daemons as well.
I'd also like to point out that most units are too small to be effective. That, and the fact that they can't be placed in ranks of 5. It looks like a 6th Ed list, in fact.
I'd try and change the lores of the sorcerers. Why don't mark them? The magic of the dark gods is so mutch better then the lores of men. Slaanesh for example is for me one of the most powerfull lores and a lore that helped me win alot of games.