Welcome to Librarium Online!
First, the question:
I have chosen a sorc lord for my lord character. I will be facing magic heavy vamp army, a artillery heavy skaven and balanced SD-elves.
there are many things i know that will be in his comp: conjoined homonculus and bloodcurdling roar (or just CH + roar on other sorc).
items: infernal puppet + enchanted shield + more (either book of secrets or blood of tzeentch) (please come with some other recomendations)
But i do not know which mount and lore to choose. I love tzeentch - but i find the lore lacking except for infernal gateway and pandaemonien in combination with baleful transmogrification - and the disc seems the ideal sorcerer mount. I hate nurgle (i can take a nurgle normal sorcerer, but not as the lord). I have heard rumours that fire function well against the armies that i am facing - but i want to hear some proffesional oppinions. shadow seems good to, to add flexibility. I will probablybe going for a daemonic mount for my sorc if im not going tzeentch.
I would also request a thread be made where osmeone explains which lores are good for what types of sorcerers in the chaos army! I know it would help many people, because i know alot who needs the same advice as i do about magic!
Well that thread is coming very slowly in the form of the slowly moving tactica. They have a little bit of info on the lores though if you want to check it out.
Roses are Red
Violets are Blue
If I'm Schizophrenic
Then I am too!
I personaly think that Slaanesh magic is the best lore for a lord, you dont get stuck with a d6 S3 magic missile as one of your 2 spells, unfortunately VC is almost ITP army wide, wich screws Slaanesh, realy the only thing your sorcerer lord wants to do is throw gateway, and maybe treason or something like that, but gateway is probably the most important spell in our entire book
Slaanesh can be awesome against VC. You have spells that you can use to frenzy your own units, to do more damage to ensure you win combats and units crumble, you can make your units cause fear so they don't autobreak if they lose combat, plus that same spell forces enemies to pass LD tests to attack, and VC don't ahve the best LD in the world. You also get Ecstatic seizures, which can wipe out units pretty easily, even against bloodknights odds are you'll kill two or 3.
2010 WoC Cav W/L/D - 7/3/1
I play Tzeentch sorcerers against VC, and run with Slaanesh on anything that doesn't already cause fear. I mount my lord on a Disc, as the extra mobility lets him be well positioned for spells, but I'm beginning to think that it might be better to just stick him on a barded steed and worry less about his defense and give him more magic-goodies.
Tzeentch has a lot of advantages over the other lores:
+1 to cast: enemies who use lots of magic will have lots of Dispel Dice as a side-effect. Tzeentch's +1 gives you slightly better odds of pushing spells through, or burning extra enemy dice.
Gateway: really only important against Vampires, but still a handy spell. By far not the best in our book though. Gateway is cast on a 15+, you have to throw about 4 dice at it, and you're more likely to miscast than you are to get the spell cast at all. Not to mention the fact that once it's cast, the chances someone letting it go without burning a scroll on it are even more slim, and all of that combines means that if you EVER whisk a unit off the table in your lifetime, you are a very lucky wargamer. But if you hit a vampire with it, he'll pee himself in terror.
Treason of Tzeentch: I love this spell. Do you know why? Because often, the unit is carrying a weapon that far surpasses it's own defenses. Why should I bother sending something big and hulking of my own to go fight a Minotaur regiment, when I can just have it do the dirty work for me? My last game with WoC had exactly this happen-
"My Minotaurs can easily eat those Knights, with my super Greatweapons and my awesome banner of +S"
"Sounds wonderful. Do you mind attacking yourself for me?"
"Uh, can I use my handweapons?"
"Nope, you're going to use those super Greatweapons and your awesome banner"
Pandemonium: The most beautiful spell in our entire book, and an absolute nightmare for Dark Elves. The fact that enemy characters cannot share their leadership is rarely a problem- few armies rely on their leaders actual statline. The fact that the enemy now miscasts on ANY double is what we're looking for. And, Irresistable Force suddenly goes right out the window, as the BRB states that it is impossible to have a Miscast and IF at the same time, and Miscasts overrule. Dark Elves, who have to use all of those extra dice they generate, are especially hurt. Suddenly they find that they are being forced to toss several dice at a single spell, and the more dice, the more chances for doubles. It means that there is always a 1/6 chance for a miscast on 2 dice, and a 1/3 chance on 3 dice, and on up. It really stops people from throwing those big nasty spells at you.
As for equipment- never give your Lord the Book of Secrets. That vile tome is best used for a Non-important sorcerer who can suffer as many miscasts as you want. Give him a Power Familiar instead, or a Spell Familiar. The Book of Secrets makes miscasts nasty, and you don't want your main-caster and your general to be suffering that kind of punishment.
Blood Curdling Roar is cool, but really, S1 means that you can only hurt T3 enemies, and even then you can only hurt them on a 6. This is useful on a Disc Sorcerer who can get close enough to the enemy to scream at him a few times, but it should probably be the first discarded item if you get short on points.
Puppet's cool, but it also goes better on a smaller sorcerer. Blood of Tzeentch is nice too, but I usually just stick with either the first or third familiar in the book.