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HQ-Deamon Prince-Wings,MKN,Nurgles Rot,=165
HQ-Sorcerer-MKN,Familiar,Nurgles Rot,Doom Bolt,=150
Troop-10 Plague Marines,Champ,P-Fist,2-Plasma Guns,=300
Troop-9 Thousand Sons + 1Sorcerer,Doom Bolt,=277
Troop-9 Thousand Sons + 1 Sorcerer-,Doom Blot,=277
Fast Atack-10 raptors,Icon of Khorne,=230
Heavy-6 Havocs,4-Missle Launchers,=170
Adds Up to 1739
Comments criticisms welcome...
Umm from what I know, I like your troops ecause they're very resilient. And if you want to keep the Nurgle/Tzeentch theme, why do you have raptors loyal to Khorne? I would take them out, give rhinos to the troops and give your sorcerer the mark of Tzeentch, which makes him more durable. With the few points left you could take for example, a Predator.
To be honest, your list is extremely unbalanced and very slow.
From the top:
Prince: Not bad. Most players avoid Rot, unless they're specifically facing a swarm army, just to let you know. Warp time will generally serve your prince better in the long run.
Sorcerer: What's the reason for giving him dual psi powers that both take place at very short ranges? He can only use one per turn, so you're always going to be wasting something. It's also not very cost effective at mid to low point games to have more than one psi power on a model that can only use one per turn, even if you're trying to give the model versatility.
Raptors: Why no special weapons? No melta guns?
Havocs: They need to be 8 men strong, or else they'll fall in the first round. You only have two wounds before you start losing expensive heavy weapons. Harvest the points from your plague marines and t.s. marines.
The main problem with combining t.s. marines w/ plague marines is that your opponent will always be able to fire his/her optimum weapons in order to take them out. In other words, missile launchers at the plague marines and basic bolter fire at the t.s. marines. This effectively renders these squads to basic marine defense at a very expensive cost. Any time you have models with different defensive weaknesses, you're catering to your opponent's weapon versatility. Does this make sense? The best thing about this build is that you've removed the effectiveness of your opponents tank busting weapons by simply excluding vehicles from the build. However, it's going to be very difficult to get your plague marines into c.c. while footslogging, especially against static ranged armies (i.e., Tau and I.G.) and highly mobile skimmer builds (i.e., Eldar and Tau). Just food for thought.
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