Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I decided to throw a Tzeentch level 2 Sorc on a disc in my last game, and he got zapped by basic magic missiles, before he could even do anything.
Now, I thought it could be bad luck, or maybe I didn't hide him well enough, but then I thought about it, and this guy primary role is two things. First, to supply a power dice to the pool via Power Familiar, and next is to fling around magic missiles, like Fireball, or Flickering Fire (which I find to be such a damn good spell!). This means that the enemy can see him, if he want to use these spells at all.....
Now, it's quite fine on a Level 4 wizard, who doesn't need line of sight for most of his spells, but on a wizard that needs to see it's target to cast decent magic, is a disc even worth it? Would a Daemonic Mount or Steed be better choices, to join units for protection? What is his best equipment to keep him alive?
all my characters are mounted on discs; a sorcerer lord, 2 lvl 2 sorcerers and an exalted hero. You really need the exalted for it to work though as he's the main warmachine killer in our army. He's also carrying the book of secrets so he's able to cast as well.
I'd advise using your other spell until you're free to get into LoS without being targetted by a massed amount of shooting and cast flickering fire. If you've got pandaemonium against a magic-heavy army try to get that off instead, and hide him, or against armies with low Ld baleful transmogrification if you roll it, and treason of tzeentch doesn't require LoS either .
I think the answer to the question relies a lot upon what magical items have already been used up by your original army list. Either a Collar of Khorne -or- a Golden Eye of Tzeentch is almost required on a L.2 Disc Sorc and makes him so much more useful, at the very least a Talisman of Protection can sometimes save him from the occasional cannonball.
With all that said, he should never really be in range and LoS of enemy casters that he can not blast away first (Ala: Enemy casters hidden in units) simply due to his massive movement range. (Much harder to do in smaller point games where there are only a few units.)
It sounds, honestly, as if you got unlucky, as most magic missles do d6 str 4 hits, and with T4 and 4+ armor (after the -1) and 6+ ward they -usually- shouldn't drop him, just from base stats alone.
Question : The mark of Tzeentch gives a +1 ward save to the caracter official ward save, does this apply on items too? Exemple : Lets say we have a Sorc a on a disc with Golden eye of Tzeentch this gives him a 4+ ward save against all normal and magical missiles, does this ward save becomes 3+ ?
Yes it does. I always put the GEoT on my flying sorceror. It makes him almost a waste to shoot at.
No, I don't have any wool.