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I have about 2500 points worth of models at the moment and im trying to get it up to 3000 points to play against my friend. I have a Khorne based army thus far, however, the distinct lack of magic has got me thinking that maybe i should chuck a few Undivided sorceror hero's in to top it off. Aswell as increasing the already large dispel dice pile, id be able to cast spells myself. Do you think this would be a good idea? Do you think maybe i should have an undivided lord and have Tzeetch sorcerors? I dont know, all suggestions welcome
I would advise against putting sorcerers in a Khorne army, and especially advise against mixing Tzeentch and Khorne. It goes against just about all of the fluff. In a Khorne army you already have plenty of magic defense to begin with, no need for more.
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I think it is perfectly acceptable to include sorcerers in a Khorne army fluff-wise. Remember the fluff in the HoC rulebook where they summon a daemon (Urlfdaemonkin or similar) to grant some warchief daemonhood? Remember how it was a sorcerer doing the summoning? Chaos society has a place for sorcerers, even Khorne worshippers. Fluffwise, you just shouldn't do much casting. But any army that includes daemons has to summon them somehow, and who does that? The sorcerers.
I usually run a bray-shaman (boC) or two in my armies as scroll bearers. I'd be willing to upgrade them to casters, although rarely do, just cause I'm concentrating on CC. Fluff works fine there: Khorne mortals enslaved a few beast-herds, which were led by the bray-shamans. I don't think Khorne would have anything against some enslaved spellcasters helping dispel things, especially if they can also hit hard in CC (bray-staffs).
Game-wise, I'd also advise against mixing Khorne and Tzeentch. Extra PD and DD sound good, but you end up spending a ton on the marks for the units and characters, and you end up with not enough army. And I don't think Tzeentch sorcerers below Lord level are worth the points you pay for them, cause they rarely cast their large spells, and their small spells are easily duplicated by other magic missles and magic armor.
Last edited by kooshlord; August 21st, 2006 at 17:35.
Originally Posted by Fat_Badger
Acctually its ok to mix tzeentch and khorne, in the old realm of chaos book it said that they do work togeather, even though grudgenly.
what would be against fluff would be to mix khorne and slannash, or tzeentch and nurgle, those do hate each other and would have difficulty working togeather.
that being said, i personally wouldnt waste the points, if your going for a khorne army, go all khorne. all you'll end up doing is having a weak sorcerrer, draining points and a hero slot that could be better spent.
i think an undivided army can run khorn and tzeench, and all the other marks thats why its undivided, they worship all the gods. The problem people have is that creatls list with 11 power 11 dispell, and thats no fun to play against. I see a undivided army with one unit of khorn and one unit of tzeench aceptble. In my army i run 3 marks only becuase i like the painted modles together, but its totally fluff compatible with a undivided lord.
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Well in the next edition with the bear's anger being the first spell in the lore of the beast taking bray shaman with this spell could be compatible with a khorne base army. The shaman will be able to fight in close combat with the boost from the spell... 5 ws4 s5 attack for a shaman is not bad and he get T5 with the spell plus you can buy him a chaos armour for only 10 points of magical item.