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The mark of Tzeentch on the Sorcerer is not that useful if you don't buy him dark glory or a sigil. He doesn't have a natural invulnerable save, so it sticks him with a 6+. As to the marks, with regular marines you are better off with Nurgle, as the 6+ save is far less handy against most armies than the +1 T, at least against most small arms. Only S7+ and AP3 or better, or S2 AP3, will cause the Invuln to be more useful, so most power weapons you are just as good with nurgle if not better.
Dreadnaughts are underperforming compared to equivalent units. Also, there is an issue with sticking the Sorcerer with the 20 man blob in that neither him nor the unit are fearless, and since they die pretty damn easily (Moreso than a guardsman) in most situations, then theres always a chance that he loses it and flees. However, the Sorcerer does not need to challenge as long as the champ is in the unit, as it is up to you who challenges.
Psychic Powers - If you keep the mark, 1 roll must be on that table, so theres one power gone, i'd go with Biomancy or Telepathy, but weighted towards Biomancy for survivability.
As for Mark of Flame, its a 50% chance to do an extra d3 bolter hits on the squad the next round, if you wound. For the cost of the icon, you're better off buying an extra guy, (or more cultists for the mob, remember it can have 35 total)
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