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Made in us
Regular Dakkanaut






I've been running a khorne lord on a jugg with the AoBF for quite some time as my warlord. The other day I had an idea that I haven't tested yet and thought I'd get some opinions from from my fellow dakkalites, would an unmarked sorcerer backing up the khorne lord be good competativley?
   
Made in us
Blood-Raging Khorne Berserker





Pittsburgh, PA

Khorne doth not approve of sorcery
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

Fluff wise, it's unheard of. Game wise , you could make a very nice support for your chaos lord

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Unhealthy Competition With Other Legions




Toronto, Ontario

 Bi'ios wrote:
Khorne doth not approve of sorcery


Khorne cares only the the blood flows, he cares not from where it come.


"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher

Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign

"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion' 
   
Made in ca
Longtime Dakkanaut





Toronto

See, I find the whole 'Khorne hates magic" thing pretty dumb. 'Magic' in 40k is essentially just the warp interacting with reality. Khorne daemons, being warp entities, are inherently 'magical', as is any influence they may have on the real world.
They obviously make use of effects like breathing fire, throwing exploding flaming skulls, striking fear, hate, or rage into the minds of mortals, they use enchanted blood-drinking weapons, they still make pacts with sorcerers and psykers to get summoned into realspace. It's not sparkly firework tzeench magic, but it certainly falls into the same catagory as nurgle's plague magic, or slaanesh's narcotics magics.
I really don't understand why khorne doesnt get blood magic or something, other than this obscure nonsensical belief that khorne hates magic, when its pretty clear that he's no different than the other three in terms of weird effects.

Personally, I find unmarked sorcerers with biomancy, pyromanc, or telepathy to make pretty good additions to khorneate units. Thematically, mine is a warcaller with a big war-horn to inspire his fellows, and strike fear into the enemy.

   
Made in ca
Unhealthy Competition With Other Legions




Toronto, Ontario

Khorne hates it when people hide behind sorcery. His greatest rival (not most hated, but closest in power), specializes in using sorcery to further schemes and accumulate power. If you're a biomancer with a huge axe, youy have his support as long as your spilling blood, but he won't grant you powers as he A) Doesn't care about you and B) Doesn't want to encourage you to hide if your magics fail. Plus, as I see it, he really doesn't take a peronal enough interest in you to grant you powers on any regular basis.

The thing I always take away from Khorne is that unlike other gods who have a vested interest in you, Khorne gains as much from your sucess in battle or your failure. Khorne might offer your rewards for spilling blood in his name, but your death at any point will be acceptable as well. Khorne cares only the the blood flows, he cares not from where it comes.

"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher

Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign

"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion' 
   
Made in us
Dakka Veteran




Wow. Dakka surprised me in a good way! Not everyone griping about your choice of an HQ but instead griping about the fluff behind it? Well played. That said, my only question is how is your sorceror keeping up with your lord? Either you're not moving him like cavalry or you have a jump pack on the sorceror or something. Psykers are fun, and even a ML 1 with familiar (but why not make him way bigger ) can pour out some crazy stuff. There's a lot of luck involved, but you could do a lot worse.
   
Made in us
Sadistic Inquisitorial Excruciator





Good Ol' Texas

Level 3 Sorcerer w/ a Spell Familiar & Bike + Juggerlord + Spawn is a scary unit. Fish for Invisibility or Endurance and proceed to make your opponents cry.

This message was edited 1 time. Last update was at 2014/10/27 02:22:40



 
   
Made in us
Furious Raptor




Invis is the (figurative) force multiplier for the Lord, so fitting that in would be good. Puppet master helps against Knights and C'tan and such. Summoning is a literal force multiplier. If you have the points available, for comp consider Belakor. Its expensive as gak, but he garauntees invisibility for your Lord, draws fire away from your lord, and can move just as quickly, which creates priority problems.
   
Made in ca
Longtime Dakkanaut





Toronto

Aint no more puppetmaster, yo.

   
 
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