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Lo guys. I recently posted a thread declaring I would be playing a full nurgle army.
Right now I have made up my mind, to actully go with nurgle, but im trying to find some info about other full mark armies.
Now I would like to ask you guys, what pro/cons does each mark have?
Is there different pro/cons for different units? how and why?
How does each mark affect playstyle? Durability? Kill factor?
Im currently trying to read up in my new chaos army book, but there is ALOT of information, and from experience with 40k, things that look one way on paper might accomplish or fail to acomplish things while playing.
Thanks for your help
Last edited by Gammal; November 11th, 2009 at 22:13.
Each mark has their own strengths and weaknesses depending on what unit. For example, I would never put mark of nurgle or tzeentch on marauder horsemen however khorne and slaanesh are quite good on them. In general it is probably best to run a slightly mixed army, however if you want to do mono god just don't mark some units. Sometimes I play mono nurgle and I just don't put any mark on my horsemen. But in general here is how I would summarize the marks.
Khorne- It turns a unit into a killing machine however frenzy can be a liability and it is expensive.
Nurgle- Good survivability, -1 to shoot at is nice and -1 ws when being attacked combines well with WS 5 knights and warriors. It also has a good lore to choose from. However its also a very expensive mark.
Slaanesh- Very cheap mark and being immune to fear, terror, and panic but still being allowed to flee can be very helpful, especially since chaos is often outnumbered by fear causing units,(thinking about vampire counts or stegadons). This allows you to not worry about your marauder horsemen turning tail from a terror causer at a critical point.Its lore is bang or bust usually. Overall slaanesh is pretty much consistently good.
Tzeentch- +1 wardsave, haven't played much tzeentch myself, but it combines well with other wardsaves i.e. collar of khorne, blasted standard, gives demon prince a 4+ ward save. It has an ok magic lore in my opinion. Some armies are built around the level 6 spell in tzeentch. Getting +1 to cast rolls is good. However for lvl 2 wizards i prefer nurgle.
There is my review on the marks hope it helped.
In my opinion, the two best marks are Tzeentch and Slaanesh. Khorne makes your units into (nearly) fearless ultra-killy machines, but if you play against lizardmen or any elf army you will cry as you get led around all game, and all it takes is a unit of 25 skeleton warriors with a BSB and a vamp with walking death to send your Lord's chosen unit packing in terror. Nurgle is very handy but quite expensive, and I don't think it gives a much better return on your points investment than Tzeentch does.
Slaanesh is awesome, because it makes most of your army immune to the three most game-changing effects: Panic, Fear and Terror. You get all the benefits of being ITP, with the added benefit of being able to flee from unfavorable combats and bait charges. It's very very cheap, and oftentimes giving the mark to every unit in your army will cost as little as one or two warhound units. This is my go-to choice.
Tzeentch has the obvious benefit of giving its beneficiaries at least a 6+ ward save, but giving all of your casters +1 to cast is very helpful. People have mixed feelings about the Lore, but in general its very very useful and has probably the best magic missile in the entire game. I've seen people question the usefulness of a 6+ ward save; obviously, Brets aren't a popular army in their local scene. It simply amazing (and at times game saving) on those rare times that you actually fail a knight's or chosen's armour save, and then turn it around by making the ward.