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Hi everyone! Back again with another predicament I'm having troubles with. I ended up grabbing a couple flight bases for my Disc Tzeentch Sorc I was planning to make. Then I started thinking about how I would be running him... Originally the reason I even decided to try to model a Disc was because SO many people were saying Tz + Disc is a very common setup.
Then I started to think about it...
Ya we get a little better save and we can now zip around but why exactly does our Tz sorc need that maneuverability and exposure to cannons and the like? It's not like our spells in Tz are necessarily as short a range. Like Death... Do people really mostly just do it for the speed and better save? Enemy cannons can just pivot and shoot your guy still.
What's the benefits of it over just bunkering him with some Tz warriors or Marauders? If you take a Tz sorc do you give him a disc? Why or why not?
Curious...also would like a little more insight from more experienced generals with this "common" setup before I go spending my time modeling this thing..
Last edited by Syypher; August 8th, 2011 at 04:48.
I take a Disk Sorcerer because my Warrior blocks are always charging pell mell into the enemy. If he's in combat he is extra vulnerable to enemy attacks and cannot cast the majority of his spells out of said combat. Plus, he makes a fairly respectable warmachine hunter if you give him Roar. Between that and Flickering Fire, you can generally take down a warmachine a turn. And while yest, you are correct that putting him on Disk makes him more vulnerable to incoming fire, but with a 1+3++ he should be pretty safe from most things. The build which has worked well for me lately is Lord on Disk, Talisman of Pres, Enchanted Shield, Puppet, Roar, and 3rd Eye. I like to take the 3rd eye on him because a well placed Dwellers or Comet can ruin an opponent's day. And while he is a significant investment (450 points, if memory serves me right) my strategy doesn't revolve around him; he is just a bonus if he actually does something other than help my dispel attempts.
I like it for a couple of reasons.
1. Independence. If you want to turn around somewhere to engage/face a small unit of Dark Riders/other harassment unit or similar, you do not have to let an entire unit turn around and walk in that direction. While I am not a great fan of Lore of Tzeentzch (only half the spells are good), the signature spell is great for dealing with those kinds of threats and just good in general. Not that they are a big threat to you, but you have to get their VP somehow. This also let's him make good use of Third Eye of Tzeentch (perfect when you as I do don't like the Tzeentch spells overall) since he will be tall and can zoom wherever he has LoS (and can since he is a lone model he can pivot any number of times during his move).
2. Holding the hand of Trolls. Whenever I field Trolls, I make sure to have a Sorc on disc be my general. This means that he will zip around but try to keep wihin 12" of the trolls at the start of each turn (usually not a problem) to make sure they don't test for stupidity on their own crappy Ld. If I have a general in another regiment, sooner or later (at least in smallish games under 3000) they will become separated because the Trolls move much faster and will likely need to engage a different target. If I had a Throgg model I would use that instead, but this way is OK.
My usual setup is either:
Sorc Lvl 2
Talisman of Preservation
Sorc lvl 2
Talisman of Endurance
EDIT: Yeah, Roar and Stream of Corruption are both awesome gifts to give him as well if you don't think you need Third Eye or want that on someone else!
EDIT 2: I never use the Sorc Lord on disc, it feels a bit overpriced for what you get but mainly I want to be able to use the Lores from the rulebook on my SorcLord and if you are on a disc that means you can't.
Last edited by Viktor; August 8th, 2011 at 08:19.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
I personally don't subsrcibe to disc-mages of anysort, for some of the very reasons you listed yourself.
I do, however, highly recommend disc heros and lords. The combinations of availible items can result in a very serious support-role build, and being put on a disc gives the freedom to place the character anywhere on the field he is needed.
a good example would be a lord with the glave of putrification. His inteded role might be to hit big monsters and reduce them to s/t 2, but unless he is on a disc, there is no way to be sure that you will be able to get him into combat with the intended target.
I love my disc riders. I put my BSB, sorc lord or chaos lords on discs. purely for the maneuverability. When you talk of cannons you need to remember that there is always cover on the table, i usually end up in the flank 1" away from one of the enemy units, this make it almost impossible to hit him with a cannon (has to roll a 2 on the artillery dice for the first roll or over shoots) or ill stick him behind a building or a rock, or a hill, with true line of sight its pretty easy to get out of sight on your way across the board.
Also a note, disc riders are cavalry so you get a 2+ look out sir roll from marauder horse or knights, unfortunetly they have a ground move of 1 so if you are in a unit you can only move 2" (marching)
A fix to this if fighting a gun heavy army i put him in a unit of marauder horse at deployment, then i move my knights up 14", then fly into them with the disc rider, then next round charge out of the unit and he can get ~40" without getting hit (unless you fail a LoS roll) There is a bit of a learning curve to getting it right. for example dont move in range of the handgunners with your marauder horse, a good enemy will just use the crappy ranged to kill the horsemen then put a cannonball in your face
One of my Favs right now is: Chaos Lord, MoT, disc, Tal of Pres, helm of many eyes, rending sword, shield. 2+/3+ save, 5x st5 re-roll to hit and wound ASF attacks. he rapes. and hes stupid so ItP on LDR9