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Building my first army for a friendly group - any advice? (esp regarding command groups)
Chaos Sorc - 165
Mark of Nurgle
Book of Secrets
Exalted Hero - 155
Marauders x 20 - 142
Warriors x 12 - 222
Warhounds x 5
Warhounds x 5
Knights x 5 - 255
Banner of Rage
If he's your only sorcerer I'd ditch book of secrets in favor of a dispell scroll, which if used properly could be game-changing at the 1k points level.
Chaos Warriors (2009) 16-4-9
Hmmm, I'm with hurtinator. your sorcerer could do with a little tweaking.
Think of how many dice you're going to be able to use to cast the spells. At level 2 his going to have access to 4 dice and 1 from the book. If you want to cast the books fireball(or equivilent) then you're going to need to use 2 dice to be sure of casting it. The same as buboes. That leaves you with only 1 dice left for your other spell...........which you wont be able to cast. Or he can use 3 dice to cast his other spell and 2 to cast either Buboes or use the book.
So either drop him to Level 1 to save on points, that way he can cast his 2 No1 Spells and cause some hurt
Give him a power Familiar so he's got another power dice. Thats 2 for Buboes and 3 for his other nasty spell. Plus he'll not be worrying about miscasting.
Hope thats some help for you
I was thinking Steed of Shadows to get my Exalted into a war machine crew on turn 1 (it's likely that i'll be up against an organ gun or repeater bolt thrower). So 3 dice for a mid-level spell, and some flexibility w/ 2 dice for either Buboes or Steed. Think it's worth the miscast drawback? (if not, i'll just take a Power Familiar)
Actually thats a pretty cool idea.
But you've got Hounds for warmachine hunting. If your chracter goes off on his own he might find himself getting blasted to death by any Wizard or other Artilary peice so be wary on that one.
If you want your exalted to go warmachine hunting you could always just mark him up and give him a disk of Tzeentch.
I personally never leave home without a dispel scroll on my sorcerers, it cuts out possible items to be taken but there are some spells your just dont want to let go.
As for command groups id put a champion in what ever unit the sorcer is going to sit in, that way you have someone else to accept a challange with before the sorcerer starts.
How about Fails on your Marauders insted of GW, You get +2 S on the first turn but strike at I order, were as with GW if you get the charge you will kill the same amount as with fails but then be losing more every round after that when forced to strike last.