A random idea - something I thought about a while back - was an unbound list of Chaos Sorcerors.
I'd been reading
Ahriman: Unchanged, and just liked the idea.
I'm not trying to produce an ITC-shattering competetive tournament-winner, but I wouldn't mind not getting tabled every game; so ideas are welcome. At the same time, I don't want to change the basic concept of a pure sorceror's coven.
Since that idea about a year ago:
~ I've now actually saved up the funds to do it.
~ The Black Legion supplement has given us access to the Cyclopea Cabal, which lets me take this as a battle-forged force, and gives gives sorcerors the ability to spend a small amount of warp charge to access impressive firepower at range (depending on your opponent).
~ The Traitor's Hate supplement has given us access to four new psychic disciplines, which appear to be moderately awesome
~ The Gaunt Summoner model means there is a plastic disc of tzeench I can use.
The idea was to fit in 9 Tzeenchian Sorcerors because fluffiness. To make matters even more appropriate, there are now 9 psyker disciplines a sorceror can choose from - the intention is to have one sorceror model converted to imply each discipline. Either they'll all be on a gaunt summoner's disc, or they'll each be on something different (like a 'broken, floating stairway' for the Geomortician)
At 1500:
Cyclopea Cabal
Pyromancer - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Biomancer - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Telepath - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Malefic Daemonologist - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Sanctic Daemonologist - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Cyclopea Cabal
Sorceror - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Heretech - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Ectomancer - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
Geomortician - Chaos Sorceror - Mastery Level 2, The Mark Of Tzeench, Aura Of Dark Glory, Disc Of Tzeench, Spell Familiar
It's not an amazing force - because I only get one power from each discipline (plus Force, one random Tzeench power and Tzeench's Firestorm), but it might be interesting to try.
The list gets a lot more capable at 1850 points:
Cyclopea Cabal
Pyromancer - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar, Boon Of Mutation, The Last Memory Of Yuranthos
Biomancer - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Telepath - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Malefic Daemonologist - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Sanctic Daemonologist - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Cyclopea Cabal
Sorceror - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Heretech - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Ectomancer - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
Geomortician - Chaos Sorceror - Mastery Level 3, The Mark Of Tzeench, Sigil Of Corruption, Disc Of Tzeench, Spell Familiar
I'm happy to hear any suggestions on changing the sorceror's equipment (the only way I can see to free up more points at 1500 is to either drop some invulnerable saves or spell familiars - if so, on which ones?), or on tactics - critically what sized blobs to maneuver around in; with every model an independent character, I can freely join or break up units as I see fit. I can move and turbo-boost pretty freely, so should have the speed to react if needed, but I know I won't be able to tollerate much incoming fire - it'll depend on what blessings I get.
Theoretically, of course, in the perfect game, the telepath, heretch, sorceror and biomancer combine and the unit is only hit on snap shots, is T6, has a rerollable 3++ save and feel no pain.
Then there's every other game, where on turn 1 a culexus assassin pops his head up from behind a tree and I spend the rest of the game running away like a flock of startled tzeenchian pidgeons.
I'm not sure as to the Force Weapons I should be taking. I'm guessing a mix of everything would probably be best - my default assumption would be a combination of Force Axes and Force Staves.
Thoughts? Suggestions? Insults?