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Well, going with the feedback from previous lists, I've come up with this. I'm quite happy with it so far, but feel free to shoot me down in flames
L - Bloodthirster
Armour of Khorne, Axe of Khorne, Immortal Fury
He has AoK instead of Obsidian from the Herald, as I'm hoping the Axe will kill enemy charactersbefore they can strike anyway, where the Herald, with fewer attacks, may need to keep them at bay for a while
H - Herald of Khorne
Jugger, Obsidian Armour
H - Herald of Tzeentch
Master of Sorcery
C - 20x Bloodletters
C - 10x Bloodletters
C - 10x Pink Horrors
C - 6x Furies
S - 5x Flesh Hounds
S - 5x Flesh Hounds
R - 6x Flamers
TOTAL - 1997
My only thought is your Herald of Tzeentch really needs wings. It opens up far more options as to what you character can do and it give you an out if you small Horrors are about to bite it.
I run a very similar list and my plan for my Herald of Tzeentch is to operate close to the front lines screened by a squad of furies. I take Master of Sorcery so I can grab a Lore like Beasts, Fire, or Darkness. Think about your Herald of Khorn with Bears Anger or Sword of Rhuin...or using The Wolf Hunts on a unit of flesh hounds or Seekers for a first turn charge. The Darkness spell that modifies leadership by -3, or even the spell that can turn our fear causing Lesser Daemons into terror causing units. In my mind this is the true use of a Herald of Tzeentch with Master of Sorcery operating in a list focused on Khorn/Slaanesh/Nurgle. The Lore of Tzeentch is great for straightup damage which is needed in a Tzeentch centric lists....in the other gods units you already have that damage potential so what Tzeentch can really do for you is buff it further while protecting you from enemy magic.
My only other though is using Fiends instead of Flamers. You'll lose more range option but Khorn units are fast and your flamers are going to need to move to keep up and get in range of the enemy meaning negative modifiers to your shooting...plus once everything is stuck in by turn 2 or 3 at the latest, there wont be many targets for your flamers to shoot at.
2 Units of 2 Fiends each would not be a weakness in this army though that might be a tad too 'undivided' for some peoples taste.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
Thanks Mr Bonzi,
Wings is a good idea. It kind of goes with all the other stuff I wish I had in the list, like 3 Screamers, more Horrs and such. Wonder where I'd snatch the points from for Wings...thats the question.
Didn't think about the first turn charge for Flesh Hounds. Would probably work better with more magic in the list, though. As it is, It's more just for a bit of flickering fire, and if it gets through somehow, cool.
I have to be in a very very good postition for the Flamers not to able to shoot at ANYTHING, I feel. Even when that happens, they can fight! Other than WS2, they're pretty much Flesh Hounds.
Well thanks again.