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I know one sorcerer(lord) with the MoT on a Disc is a pain in the ass to your enemy, is it worth the points to have a couple of those guys zooming around out there? It seems like a fun thing to do.
It can be fun, and very effective if you pay attention to where you place them. However you have to be very careful since they aren't tough at all and a simple unit of furies or harpies can take them down easily (not to speak of all the things which can be thrown at them in the shooting phase).
Plus, having a strong magic phase means you have to pay almost half the army's point cost on heroes and you will be limiting yourself to a single lore (tzeentch) which isn't the best lore ever made....in fact as it turned out for me it is highly situational and limited.
Personally I think there are plenty of protective items for your flyers.
This is possibly the cheapest (pointwise) flying character you can get in the game.
The only question is, is it fair to your opponent?
Fairness? We need all the advantages we can get... And this seems to be a useful one.
I am not a fan of the Tzeentch lore at all after really using it. I do use a disk exalted though and he works great. Items like Armor of morsslieb (sorry about spelling) and golden eye of tzeentch can do you well, but its still risky espcially with the limited range on flickering fire. You have to position them extremely well though. Enemy fliers can catch them and focus fire can bring them down.
A nurgle DP could be good though. I gotta try one one of these days. I have given up on this army's magic for the most part though. Its so expensive and unreliable.
I played the Nurgle Daemon prince giving him mantle of chaos and fury of the bloodgod, against a Dark Elf Army.
The guy is great. Any shooting which starts with an initial strengths of 3 or 4 will be practically inefficient when you remove the D3 strength from it. Not to mention that they have a minus 1 to hit. Even Bolt throwers can become practically useless. They lose the multiple shots ability due to fact that they have a further -1 to hit and the minus to the strenght. Even a single bolt's str can go down to str3 increasing the probability of a miss.
IN combat the DP iis great. He has very high WS and deacreases the opponents making him harder to hit in many occasions. Plus he also has S5 T5 which is above average.
His magic protection is also very strong with MR2 and 4+ ward.
As for the lore of Nurgle, it is far beter than the lore of tzeentch and very few people see that. It has got destructive spells which harm your opponents and also a couple of support spells which you will find very useful (ex. fleshy abundance).
Tzeentch Daemon princes and sorcerer lords are only taken because of gateway, and trust me, the majority of times gateway will end up hurting you, not going off or getting dispelled and when it does go off, it is still too random.
So yes, the Dp of Nurgle is worth the extra points.
The lore of Nurgle seems to be more potent, even more so that many spells ignore armor saves.
The only apprehension I had was that the demon prince has no armor to speak of, however his missile defenses and his naturally high WS and toughness seem to make up for this.
I can't wait to get one on the field.
One more question, what level wizard did you make yours? I understand that it should be different depending on the situation (points cost, etc), but I assume that when spending that many points on defenses you should be protecting something potent indeed.
I played him at Level 4 because i wanted to get rot glorious rot and be able to cast it easily.
As support i took a level 2 wizard of tzeetnch on disc with book of secrets, power familiar and bloodcurdling roar.
And a level 2 nurgle sorcerer with 2 dispel scrolls or an infernal puppet.
Another way to go about it would be to take 3 level 1 nurgle sorcerers in order to cast a lot of buboes.
take one with book of secrets and a dispel scroll
one with a power familiar and a dispel scroll
and one with a rod of torment and a blood curdling roar
That way you would be having: 11 power dice, 7 dispel dice and 3 dispel scrolls
Youshould be able to divide those dice like this:
Level one (MoN, BoS, DS) - 2 dice for buboes or for fireball
Level one (MoN, Power Fam, DS) - 2 dice for Buboes
Level one (MoN, Rod of Torment, BCR) - 2 dice for buboes
Level four - 5 sice to cast which spell is needed.
Sdeif-however you spell it, if you want a consistant magic phase you can't go past (you probable already know this) a magic missle spam phase. keep it simple, maximise the amount of spells you know you will cast a turn, and put a buboeser in to suck dispel dice up with. In a 9 power dice limit tourney this weekend I ran a level 2 on a disc with the rod of torment, a level 1 tzeentch mage on a horse with book of secrets, and a level 2 nurgle guy with the puppet. basicly my phase looked like this: 2d6 flickering, again 2 d6 flickering, 2D6 fireball/dark hand, 2d6 buboes, bound item. your flickers have a 1/36 chance of not casting, and still quite low on both buboes and the other magic missle, and the bound is just added pew pew.
Basicly, in my opinion, this is a better option then running a gateway list because it does something nothing else in our army can really do: kill the diverters, such as skirmishes and fast cav, before they can do there job. your not going to gateway a unit of 5 pistolers, your going to hit there main unit of death. but you should already have plenty of units in your army which are designed to break units like that.
sorry for the tangent! as to multiple discs, I would just be afraid of the big footprint they have in regards to warmachines and skirmish units etc etc, I only take one and sometimes I find it hard to get him in a good position as it is if im against a couple of cannons with fast cav back up.