The Chaos Sorcerer
Lord/Sorcerer – the madmen that actually seek to embrace the magic of Chaos
and foolishly seek to gain power from it.
These are by far some of the most dangerous models on the board when you
field a Warriors of Chaos army. The
Sorcerer Lord and Hero share the same statline as your standard hero from
another army book, not to mention they also come with Chaos armor that provides
them a 4+ armor save. In close combat he
is handled much like you would the Exalted Hero, isolation and assassination.
The real threat that the Sorcerer Lord and Hero pose is
with their magic. Sorcerers have the
option of being marked or unmarked. If
they choose to be Marked and gain the benefits of that mark, then they have
their access to the Lores available to chaos restricted.
A.
Unmarked Sorcerer – access to: Lore of Death,
Shadow, Fire or Metal.
B.
Mark of Tzeentch Sorcerer – access to Lore of
Tzeentch or Lore of Metal.
C.
Mark of Nurgle Sorcerer – access to Lore of
Nurgle or Lore of Death.
D.
Mark of Slaanesh Sorcerer – access to Lore of
Slaanesh or Lore of Shadow.
M WS BS S T W I A LD
Chaos Sorcerer Lord 4 5 3 4 4 3 5 3 8
Chaos Sorcerer 4 5 3 4 4 2 5 2 8
Special Rules:
Eye of the Gods
The
Chaos Sorcerer Lord and Hero are far more difficult to slay in close combat
since they are tougher, fight like normal heroes and can blast you with their
chosen magic. They only become even more
deadly when they are mounted (and they have the same options available to them
as the Chaos Lord/Hero).
The
biggest benefit that a Sorcerer Lord or Hero would gain from being mounted
would be from when they ride a Daemonic Mount where they gain +1 T and a
Sorcerer Hero gains a wound. The other
benefit is mobility, with so many of the spells from the Lore of Death or any
of the specific Chaos Lores requiring shorter range, having a mounted sorcerer
provides a tactical advantage for unleashing spells.
As mentioned before in the Chaos Lord/Exalted Hero post
here are the benefits and how to deal with mounted Sorcerer Lords and
Sorcerers.
A Chaos Sorcerer Lord may be mounted upon the following
mounts:
A.
Chaos
Dragon – One of the most destructive choices that a Sorcerer Lord may choose
and most expensive. This creature shares
a stat line similar to an Ancient Treeman and two breath weapons (one Str 4 and
one Str 2 that allows no armor save).
The Sorcerer Lord benefits from the Large Target rule and if he is the
army general his Leadership bubble is 18”.
Wood Elves are no longer able to Killing Blow the Lord off the Dragon
with Waywatchers so they face a new challenge in that they must now find
different options to deal with this power combo.
a. Highborn
w/ Bow of Athel Lorn and Arcane Bodkins – you can shoot the Lord and hopefully
kill him with shots that permit no armor save.
b. Hail
of Fire – devote one or two units worth of Glade Guard fire at the unit and
hope that you score enough wounds to cause failed armor saves on the Lord.
c. Engage
in close combat with a mounted hero (Stag/Elven Horse/Eagle) that is equipped
with the Annoyance of Netlings and Glittering Scales (properly augmented). The mounted hero/lord will prevent your
character from eating Thunderstomps from the chaos dragon. The most ideal option in this instance is to
use the Highborn with the Annoyance of Netlings, Stone of Crystal Mere,
Glittering Scales and a Great Weapon.
Augmented with Flesh to Stone and you have a T8, S6, -1 to hit (6’s in a
duel), +3 ward save character that can stand toe to toe with the Chaos Sorcerer
Lord.
B.
Manticore – the other Monstrous option choice
for a Lord is the Manticore. The
manticore is half the cost of the dragon and yields almost as many
benefits. You may handle the manticore
riding Lord the same as you would a Chaos Dragon only no worries about the
Breath weapon.
C.
Gorebeast Chariot/Chaos Chariot – both of these
options are brutal as they provide the Lord with an opportunity to inflict
Impact Hits upon a unit and also his mounts are incredibly tough. The best way to deal with a Gorebeast/Chaos
Chariot is to either shoot the Lord/Hero off his ride or shoot the ride out
from under him. More often than not
since the Gorebeast chariot is T6, you will have a difficult time trying to
kill that in close combat without using augmented Treekin or a Treeman. Also keep in mind that the Impact hits on the
Gorebeast chariot have Killing Blow.
D.
Chaos Warshrine – not an option that you often
see as the Chaos Lord is better suited for other roles in the army but you do
see the Sorcerer Lord on it, the Warshrine can still be a difficult adversary
to deal with. The warshrine will provide
the Sorcerer Lord a ward save and will ensure that he is in the very center of
the army. The best way to deal with it
is to hit the unit with Treekin on one side while the Annoyance of Netlings
Hawk Rider hits the other flank.
E.
Daemonic Mount – the Daemonic Mount comes in
five flavors. Your standard Daemonic
Mount is a Monstrous Beast that turns your Hero into a 3 wound, T5 model. On the lord it becomes a fairly cost
effective mount for fitting into cavalry units or charging down the field.
a. Base
Daemonic Mount – Daemonic Attacks, Fear
b. Mark
of Nurgle – Daemonic Attacks, Fear
c. Mark
of Slaanesh – Daemonic Attacks, Fear, Fast Cavalry, Armor Piercing and Poisoned
Attacks.
d. Mark
of Tzeench – Daemonic Attacks, Fear, Fly.
Daemonic Mounts are best handled
or are easiest to deal with when they are in a cavalry unit or infantry
unit. You can Waywatcher strike a unit
of Chaos Knights and isolate the Lord or you may Dweller’s below the infantry unit
and pick off the remaining models with archers.
F.
Chaos Steed – your most comment and cheapest
mount option. Provides+2 armor save
(with barding) and has a S4 attack. This
option is by far the best of the cheap mounts.
The Lores of Chaos –
Lore of Tzeentch:
Lore Attribute: Boon of Chaos – when a spell from Lore of
Tzeentch is successfully cast, make note of how many 6’s were rolled. The Wizard gets a power die for each 6 that
only he may use.
Signature Spell:
Blue Fire of
Tzeentch: Cast on 5+/8+
Magic Missile with 24” range. Causes D6 Strength D6 hits with Warpfire
special rule. May increase range to 48”
Treason of
Tzeentch – Cast on 7+/10+, Hex
Range 24”/48” – until next magic phase enemy unit may not
use General’s Inspiring Presence or the BSB’s Hold your Ground special rule.
Pink fire of
Tzeentch – Cast on 8+, Direct Damage
Teardrop template, roll artillery die and move it accordingly.
All models under template suffer a S D6 hit with Warpfire special rule.
Bolt of Change
– Cast on a 8+, Magic Missile
24” range, Bolt thrower spell that does Str D6+4 hit with
Multiple Wounds (D3) special rule
Glean Magic –
Cast on a 8+, Direct Damage
18”, targets enemy wizard. Wizards roll a D6 and add their wizard level
to the score. For every point the caster
beats the enemy wizard, the enemy wizards suffers a S3 hit and loses a wizard
level and a spell. The casting wizard
then gains the spell and all stolen spells use the Boon of Magic lore
attribute.
Tzeentch’s Firestorm
– Cast on a 13+/16+, Direct Damage
Small round template within 30”, Large round for larger
casting cost. – scatter D6”. All models under template suffer a S D6 hit
with Warpflame rule.
Infernal Gateway
– Cast on a 16+, Direct Damage
24” range, unit suffers 2d6 Str 2d6 hits with Warpflame
Special rule. If 11 or 12 is rolled, al
hits are resolved at Str 10 and the unit suffers 3d6 hits instead.
Warpflame Special
Rule: at the end of the phase, any unit that suffered an unsaved wound from
a spell with the warpflame special rule must make a toughness test. If they fail they suffer D3 additional wounds
with no armor saves. If they pass, they
gain Regeneration (6+) or +1 to their current Regeneration (max 3+).
The Lore of Tzeentch is difficult to combat since it is
primarily direct damage and magic missiles.
Caster’s will spend most of their defensive dice trying to disallow the
big spells like Infernal Gateway or Firestorm and might allow things like
Treason and Bolt of Change to get through.
Glean Magic is the big spell that should worry a Wood Elf Lore of Life
caster. Losing a spell level and a
critical spell like Dweller’s Below or Flesh to Stone can be disastrous for the
Wood Elves. So a good wizard will always
hold onto some dice to prevent that from happening if they know their opponent
has that spell.
Lore of Nurgle:
Lore Attribute: Bloated with Disease – When a Lore of
Nurgle spell is successfully cast, roll a D6 after resolving the spell
effects. On the roll of a 6, the caster’s
Wound’s and Toughness are both increased by 1 for the rest of the game.
Signature Spell:
Stream of
Corruption – Cast on a 7+, Direct Damage
Teardrop template with large end touching caster’s base,
all models touched by template must pass a Toughness test or suffer a Wound
with no armor save allowed.
Miasma of
Pestilence – Cast on 5+/10+, Augment
18” range, until next magic phase any enemy unit in base
to base contact with target unit have their Weapon Skill and Initiative reduce
by -1. The bigger version of the spell
reduces it by D3.
Blades of
Putrefaction – Cast on 8+, Augment
12” range, Unit gains Poisoned Attacks. If they already have Poisoned Attacks they
then wound on a 5+ rather than 6+ to hit.
Curse of the Leper
– Cast on a 10+/13+, Augment/Hex
18” range, If cast on friendly unit then unit gains D3
Toughness til next magic phase. The
spell cast as a hex on enemy unit it then reduces their toughness by D3. The higher casting extends range to 36”.
Rancid Visitations
– Cast on a 10+, Magic Missile
18” range that inflicts D6 Str 5 hits. The target unit must then pass toughness test
or suffer an additional D6 Str 5 hits and this will continue until unit passes
a toughness test.
Fleshy Abundance
– Cast on an 11+/22+, Augment.
18” range that provides regen to target unit. If unit already has regen it improves it by
+1 up to max of +2 regen save. Spell my
target all friendly units within 18” with the larget casting cost.
Plague Wind –
Cast on a 15+/25+, Magical Vortex
Remains in play, small round template. Roll artillery die
and multiply result by caster’s wizard level. The template then moves that number
of inches in the direction the player indicated. If misfile place template over caster and
roll scatter die then it moves the # of inches of the caster’s level. All models that pass under template must pass
a toughness test or suffer a wound with no armor saves. Move randomly in subsequent turns.
The Lore of Nurgle is a primarily defensive lore with
some pretty brutal synergy for combos.
Curse of the Leper should never be allowed to be cast as it is just too
good. A unit affected by Curse and then
hit with Rancid Visitations or Plague Wind is just going to die. If you anticipate that you’ll be getting into
combat with a unit with the Mark of Nurgle, do not let Miasma of Pestilence get
off as it could mean that if you have your weapon skill reduced too much you
would be hitting on 6’s. The Lore of
Nurgle almost requires you to kill the wizard’s unit first in order to prevent
a prolonged and protracted combat from happening.
Lore of Slaanesh
Lore Attribute: Bliss in Torment – When a spell from Lore of
Slaanesh is successfully cast, roll a D6 for every unsaved wound caused by the
spell. For each 6, the caster’s Weapon
Skill, Initiative and Attacks are increased by 1 until next magic phase.
Signature Spell:
Lash of Slaanesh – Cast on a 6+, Direct Damage
Lash of Slaanesh – Cast on a 6+, Direct Damage
24” range, extend a line 24” in length within caster’s
forward arc. Any model touched suffers a
S3 hit with armor piercing special rule.
Acquiescence –
Cast on a 6+/9+, Hex
24”/48” range.
Target unit gains Always Strikes Last and Random Movement until next
magic phase.
Pavine of Slaanesh
– Cast on a 7+/10+, Direct Damage
24/48” range, targets single enemy model. Target must pass LD test on 3d6 or suffer
wound with no armor saves.
Hysterical Frenzy
– Cast on an 8+, Augment/Hex
Remains in Play.
24” range – if cast as an augment or hex the target unit gains Frenzy
which is not lost if they lose combat.
However the unit also suffers D6 Str 3 hits. If the unit had the Frenzy special rule they
gain +2 attacks
Slicing Shards
– Cast on a 10+, Magic Missile.
24” range – target suffers D6 Str 4 hits with Armor
Piercing Rule. The unit must then pass a
LD test or suffer an additional D6 Str 4 hits with Armor Piercing rule. The unit wil continue to make LD tests until
they pass a LD test or the unit is removed as a casualty.
Phantasmagoria –
Cast on a 10+/20+, Hex
24” range – Until next phase on all LD tests, the unit
must add an additional d6 and discard the lowest roll. The spell may affect all enemy units within
24” with the greater casting cost.
Cacophonic Choir
– Cast on a 12+/24+, Hex.
12” range. Target
unit takes 2d6 hits that wound on a 4+, no armor saves allowed. If at least 1 unsaved wound is inflicted,
unit gains Always Strikes Last and Random Movement(D6) rules. May affect all enemy units within 12” with
the greater casting cost.
The Lore of Slaanesh is a deceptively dangerous lore to
fight against. If you are a good
leadership army like Wood Elves, the threat is slightly minimized but still
there nonetheless. You obviously never
want Phantasmagoria to get off as this will ensure the spells like Cacophonic
Choir and Slicing Shards completely wreck your army. Also spells like Acquiescence and Cacophonic
Choir remove one of the big advantages that Wood Elves have which is high
initiative. It is best to block
Phantasmagoria and try to weather the rest .
The next installment of Preferred Enemies will cover the
Magic Items, Chaos Mutations and Powers as well as the final Lord option … The
Daemon Prince.
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