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Ok Here you can choose if you think if it is better to have a sorcerer unmarked or marked and which mark.
i voted Tzeentch because my chaos armies are all about the theme, and you cant beat 20pts for +1 to cast and a ward save.
Fantasy : Empire, Chaos Warriors, Chaos Daemons, Vampire Counts, Beastmen, High Elves, Lizardmen( but i have opinions on every army just not the money)
40k: Black Templars, Imperial Guard, Dark Eldar, Tau (thinking of Eldar)
I won't say no to the (according to me) two best spells in the game.
I have gone for unmarked one reason is as Collins says an undivided sorcorer has alot more tacitcal flexibility.
the other reason is he is cheeper, 20 points so than Tzeentch or Nurgle.
So cheeper and more versatile gets it for me.
I tried all the lores and my favourite one is Slaanesh. If I had to choose the best, logically it is Tzeentch however. In all my games Tzeentch sorcerer were superior for 4 reasons:
+1 to cast
good selection of spell
Nurgles clearly comes in second namely because the no.1 spell isn't crap and Slaanesh in third position. Unmarked sorcerer have the ability to choose their lore but unless they are lvl4 the fire and death lore aren't that good (and different).
I play my Sorc. Lord and Daemon Price with lore of Heavens most of the time, I like being able to shoot missiles as long as the emeny is in my line of sight, and re-rolling ones on a unit of Chosen or Warriors, yes please!
Nurgle would be my lore of choice from the WoC book, Curse of the leper is great if you've got 2 Sorcs. casting it on one unit, you also get regen. and other goodies. The combination of low casting values and all 6 spells being useful in many different situations always draws me to Nurgle.
Of course we all know without a doubt Tzeentch is the best lore/mark...
I'm really surprised that Slannesh got any votes actually. I think their spells are too dependent on leadership and there just aren't enough low leadership armies to make them better than Tz. or Nurgle. Can any Slannesh voters justify their votes? Just curious
My personal preference is Tzeentch, not only the +1 to cast, but tzeentch spells can be destructive and disruptive depending what you are using.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
Lash: Granted it's not as good as Buboes or FF, but it has it's uses. You can use it to hinder an enemy unit's movement if necessary. Other than that, ya it's not that great, but it CAN be useful.
Hellshriek: K obviously this one is all about leadership, but even against High LD armies, it can be very good, especially if combined with Diabolic Splendour and pandemonium. Against Low LD armies, it cleans the board pretty quick.
Hysterical Frenzy: People look at this and assume you will cast it on enemy units, which indeed can be handy; baiting a big block out of position and so on. BUT, the best use for this spell in my opinion, is on our own knights. You can frenzy knights AFTER they get into the combat they want, and you can cut it as soon as the combat is over. One a unit of 5 knights, this is an extra ten attacks (5 knights, 5 horses) and can turn the tide of a battle very dramatically. d6 S3 hits are rarely gonna even cause a wound, let alone get through the 1+ save. This application is very useful against ItP armies such as VC, TK and DoC as well.
Titillating Delusions: Doesn't have to deal with leadership, only psychology, and yes many things are immune to psych. But there are also a lot of things that aren't. Chariots for example; you can lead them into terrain so they take damage, you could cast it on a star dragon and fly him away from the battle, use it to mess up battle lines, the list goes on and on. Movement is where this game is typically won, and being able to **** with your opponents movement how you see fit is HUGE advantage.
Aura: Another spell that has applications against ItP armies; something people seem to think this Lore lacks.. Consider this, your warriors holding a flank get into combat with a big unit of skeles and don't have as much SCR as the skele's do (such as the +9 SCR blocks VC can put up). You know they're going to break from Outnumber with fear. In this case you can cast Aura on them, now because they cause fear, they are immune to fear, also the VC have to pass a LD test in order to do any damage (even though they probably wouldn't do much anyways), this allows the warriors to further the amount of CR they get, and maybe even win the combat. You could cast it on knights or disc riders in the middle of an army, to have a new terror bomb. Again, the list goes on.
Seizures: This spell is huge... and another spell useful against ItP armies. Bloodletters? T3? half that unit dies, no wardsaves. Horrors? No more wizard levels for you. Not to mention it can be cast out of combat and doesn't need LoS.
These are some reasons this lore could be seen as better than Nurgle or tzeentch. I certainly think it's better than Tzeentch; my belief is people see FF, Pandemonium and Gateway and kind of disregard the other shitty spells. I'm torn between Nurgle and Slaanesh though. Slaanesh is certainly a less damage driven and more tactics based lore, perhaps this is why people don't like it; they don't know how to use it to their advantage and would rather just blow shit up, but that's the difference between a skilled player and a mediocre one.
2010 WoC Cav W/L/D - 7/3/1
ok I do see how you can favor Slaanesh magic, but I don't see enough in your logic to make it BEST. certainly not better than Tz. A big thing that puts Slaanesh behind the others is the first spell. Yes it has its uses, but FF and Buboes are both better, and what happens if you get stuck with a bad spell, because none of the lores is full of perfect spells for every situation and very often you just need that first spell.
Also, better than Tzeentch???
Ok so you've acknowledged the merits of FF, Pandemonium and Gateway but what about Treason and Call to Glory???
Treason of Tzeentch: OWNS Elves, as well as any other unit that hits hard but is squishy i.e. pretty much anything T3. Nothing better than having Executioners or White Lions hack themselves apart with their own weapons. Basically the stronger your enemy, the better this spell is, so it really can't be bad!
Call to Glory: An extra Hero!!! AN EXTRA HERO!!! cast it on a marauder and turn a meatshield that has been disregarded and left on a seemingly well guarded flank (protected by the leftover Skaven Chieftain or Goblin boss) into a force to be reckoned with, and win a couple challenges, Eye of the gods, and see your opponent start to sweat. Plus this allows you to put more points into magic heroes and simply cast this from a dispel caddy lvl 1 or 2 and *poof* instant combat character! just add water.
Plus you cannot overlook the +1 cast and 6+ invul, almost unfair when determining the best lore...almost.