Hlakir Posted July 26, 2008 Share Posted July 26, 2008 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. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1642542 Share on other sites More sharing options...
chillin Posted July 26, 2008 Share Posted July 26, 2008 Did the rules for force weop change in 5th. ? ie- the part about no other psy power may be used in same turn as force weop ? I don't have 5th ed yet, as none of us have gotten it, we are still using 4th. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1642595 Share on other sites More sharing options...
Hlakir Posted July 26, 2008 Share Posted July 26, 2008 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). Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1642615 Share on other sites More sharing options...
chillin Posted July 26, 2008 Share Posted July 26, 2008 interesting...I still don't think it makes sorc w/ WT anywhere near as good a DP w/ WT though. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1642685 Share on other sites More sharing options...
Maladon Posted July 26, 2008 Share Posted July 26, 2008 interesting...I still don't think it makes sorc w/ WT anywhere near as good a DP w/ WT though. Â No, but it will help with ranged shooting psychic powers more.... and if you know you're about to go into hth then don't use the other psychic power. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1642701 Share on other sites More sharing options...
Muskie Posted July 27, 2008 Share Posted July 27, 2008 My next two tournament armies will both be led by sorcerors. I don't really playtest things, I just paint them and hope for the best, a lot of my ideas would benefit from playtesting and refinement. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1643712 Share on other sites More sharing options...
deadfuse Posted July 30, 2008 Share Posted July 30, 2008 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. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1646390 Share on other sites More sharing options...
Joah from Alberta Posted July 30, 2008 Share Posted July 30, 2008 I was thinking of a good strategy with two sorcerers with lash. Â 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. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1646509 Share on other sites More sharing options...
Rain Posted July 30, 2008 Share Posted July 30, 2008 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. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1646516 Share on other sites More sharing options...
Plague Pie Posted July 30, 2008 Share Posted July 30, 2008 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. Link to comment https://bolterandchainsword.com/topic/140397-chaos-sorcerer/page/2/#findComment-1647271 Share on other sites More sharing options...
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