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Rule of thumb: do you need specifically even your Leader for burst damage? If the answer is a no, then you´ll propably want the Sorcerer instead.
You can have skaven grunts failing their Fear and Terror rolls round after round, even when the source of that Fear or Terror is already killed. This spell fixes that for the whole warband. You can also use it to 'preload' the immunity before engaging vampires, thralls, possessed and impressives.
The spell Sorcerer's Curse Mastered is also a very handy tin opener.
For the sorcerer (in particular) the leader role is his strongest builds.
All of the Sorcerer's abilities are otherwise support-type anyway, which is what you want on someone who you need to keep from going down to avoid morale failures. The costs of losing a leader are much too high to use one that needs to actually enter combat to do his job like the Adept.
The Sorcerer plays perfectly to the leader role- assisting the group from a safe distance and making absolutely full use of the tools available to him. Plus, with master adrenaline rush he'll already be taking an 'appropriate' amount of damage per round. And dealing out 3-4x that amount with the free use of order it grants.
I don't even use musk of courage, myself. It's a fine spell, but I'd rather build him to support the daredevil heroes who are the real killing machines of the Skaven warband. Master mist, master wither, master curse--these all stack together to cut enemy defenses basically to 0 before they start taking those 200-300 damage hits from LGT Warpguards with dual maces or Black Skaven chargers with Halberds (because blacks can't get master adrenaline rush, don't have them dual wield!). Because I try to control alertness on my units to get all of them acting within 1-2 points of initiative, there's a decent number of points available for leadership, and pendants of courage cover the rest.
Plus, with 5' radius range, it means he has to actually be near the melee. The ideal location for a Sorcerer leader, IMO, is 30m above everything the action, accessible only by a jump that he can completely block when it's not his turn.
I think most view rat ogres as unusable if you don't have a mark of lucidity, and in any case 2 LGT Warpguards will hit harder than a rat ogre while also fitting better into the warband's initiative timing. Plus they can take/use items. It's never really been about the ogre, it's always been that the Sorcerer is innately a top-tier leader unit.
All this aside, because a Sorcerer is somewhat essential to a daredevil skaven warband's success, promoting him to leader provides a fresh hero slot for another daredevil. Adepts can't even BE daredevils--they can't reach 15 strength.
A nice rundown of your strategy, thanks for that, but might I ask what LGT warpguards are? I am familliar with warpguards, but I am very bad with acronyms.
Lad's Got Talent. You know, the Int 3/M9 Skill trainable only from Reserves that makes a Henchman into a Hero.
Ah, I see. I was thinking about using 2 black skaven and 2 globadiers (one offensive one supportive), but a nother fighting hero might be nice aswell. I will have to experiment.
Thank you.
But they can also:
1) Use items such as mordheim's maps and pick up items (incl wyrdstone without penalty)
2) Go places the ogre can't and move faster in general, potentially much faster w/map
3) Have more total HP, and not worry about headgear limitations.
4) Fit much better into tight-packed initiative lists, as the Rat Ogre is almost inevitably going to have 80+ initiative and many Skaven can't afford to pump alertness and risk having low leadership. When you can pack your whole warband within a 4-5 initiative count range, you can act unopposed.
You might see them built like this, which allows the Warpguard to activate daredevil/black hunger, make 3 attacks (one via adrenaline rush), activate exhaustion, delay, receive an order to make another attack, then potentially escape to a safe place having killed their target(s):
http://www.pyrospace.co.uk/mordheim/#eyJwIjoid2FycGd1YXJkIiwiYSI6eyJzIjoxMiwidCI6MTAsImFnIjowLCJsIjoxMCwiaSI6NiwiYWwiOjAsInciOjEyLCJiIjowLCJhYyI6N30sImUiOnsiaCI6eyJuIjoicGVuZGFudCIsInYiOiJtYXN0ZXJ3b3JrIn0sImIiOnsibiI6ImxpZ2h0IiwidiI6Im5vcm1hbCJ9LCJtIjp7Im4iOiJtYWNlIiwidiI6Im1hc3RlcndvcmsifSwibyI6eyJuIjoibWFjZSIsInYiOiJtYXN0ZXJ3b3JrIn19LCJzayI6W3sibiI6IndhcnBfaW1tdW5pdHkiLCJ0IjowLCJ2IjowfSx7Im4iOiJsYWRzX2dvdF90YWxlbnQiLCJ0IjowLCJ2IjoxfSx7Im4iOiJkYXJlZGV2aWwiLCJ0IjoxLCJ2IjoxfSx7Im4iOiJhZHJlbmFsaW5lX3J1c2giLCJ0IjoxLCJ2IjoxfSx7Im4iOiJibGFja19odW5nZXIiLCJ0IjoxLCJ2IjoxfSx7Im4iOiJrbm93bGVkZ2VfbW9yZGhlaW0iLCJ0IjowLCJ2IjowfSx7Im4iOiJleGhhdXN0aW9uIiwidCI6MSwidiI6MX1dLCJzcCI6W10sIm0iOltdLCJpIjpbXSwiYiI6WyJib29rX29mX3N0cmVuZ3RoIiwicGh5c2ljYWxfZ3JpbW9pcmUiLCJ0b21lX29mX2FiaWxpdGllcyJdfQ%3D%3D
Note that the LGT Warpguard daredevil is a very late game unit--you need a tome of strength to enable them to train their key skills. Black Skaven daredevils are also late-ish game, requiring a physical grimoire, but you get a couple of those from story missions, and they can be used without--just less effectively.
Credit to Kittenpaw and the other participants of the latest Mordheim Madness for teaching this to me. Hell of a lot of versatility in that unit.
Ranged Order dude