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Chaos Sorcerer


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My choice would be one with MoT and Warptime (now that you can use that and a Force Weapon in the same turn without anyone protesting). I would probably not by him Termi armour (even though the model is nice.... and that I have one myself).... he's not that impressive without the bonus attack for the pistol in my experience.
It did. It's a Psychic power and use the normal rules for that... so it counts towards the number of powers you can use per player turn (but do not prevent the use of further powers during the same player turn, if available.... there is only a reminder that there is normally a limit to one power per turn).
I Like to take an expensive Tzeentch sorcerer in terminator armour with warptime, gift of Chaos, and Bolt of Change, and a familiar. It's expensive but you

 

do have to love that 2+ armour and 2+ invunerable save, after you add in the natural 5+, then termi 5+, then mark of Tzeentch. I do have to confess that I

 

havent played many games with my Chaos yet but so far he has done well.

2+ invulnerable? You mean just 4+. The natural 5+ and termi 5+ do not stack.

edit: nm, someone already pointed out the error.

 

Anyway, I'm going to be experimenting with a Chaos Sorcerer with Warptime and Lash, with an undecided form of transportation. The Lash seems to be a source of many great tricks, while warptime and force weapon should make killing characters easy enough. Re-roll all to-hit and wound, and only one wound needs to get through.

I was thinking of a good strategy with two sorcerers with lash.

 

Position one or two rhinos max distance 14" away from either sorcerers. You can have the rhinos loaded with up to 8 (preferably the Plague) marines. You can then fly the sorcerers 12" to the Rhino(s) and load them up (from 2" distance) then move the rhinos 6". You can then (double) lash from the rhino and have your fearless friends as bodyguards if your rhino gets popped. That's 18"+24" effective lash in one turn.

As someone mentioned earlier, there is little justification that can be made for using a sorcerer instead of a DP with psychic powers. That said, I imagine that a jump-pack wearing sorc with Lash could potentially cause quite a bit of a headache, especially when coupled with defilers or vindicators, (the ol' bunch and blast) it's just that a DP can do the same, and DP's don't die from a single lascannon shot.
I think what makes a Sorc more durable than a DP is his ability to hide in a crowd. You can utilize his powers from a bike coupled with a bike squad for added durability. More firepower, utility, mobility and durability then a DP in this configuration. More of a points sink of course, but it's not like the bikes are useless on their own and the Sorc can always go his own way.

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