FENRISÚLFUR Posted February 25, 2014 Share Posted February 25, 2014 Chaos doesn't need Knights, we have yours! ;) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603498 Share on other sites More sharing options...
Sception Posted February 25, 2014 Share Posted February 25, 2014 Belakor seems like a quality gimmick against knights as well, just as he's excellent in escalation or apocalypse matches. Immune to their big guns, vector strike, guaranteed puppetmaster, more than capable of stripping the last couple hull points off of one in melee. I'd say guaranteed invisibility would be a great defensive buff against their guns, if the knights weren't just going to ignore it with inquisitorial divination buffs. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603502 Share on other sites More sharing options...
Spacefrisian Posted February 26, 2014 Share Posted February 26, 2014 Good ideas here, use Halucination to stop a unit from doing anything or Puppet Master to shoot themselves instead of your linch pin assault unit running across the table.Puppet master doesn't stop anyone shooting, and it's pretty pointless to target a unit with multiple models. That's my main problem with telepathy, my sorcerer runs with a unit, whoever he targets with puppet master has to be shot by the rest of the unit, but puppet masters prime targets are vehicles. Running a solo telepathy sorcerer may be ok, but T5 on a disc with only 2w may be squishy due to the lack of 2+ save. Do read again here good sir, he didnt say puppet master stops them from shooting, he said Halucination does. 2 different powers on the same discipline. (3 and 4) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603729 Share on other sites More sharing options...
Xenith Posted February 26, 2014 Share Posted February 26, 2014 Good ideas here, use Halucination to stop a unit from doing anything or Puppet Master to shoot themselves instead of your linch pin assault unit running across the table. Do read again here good sir, he didnt say puppet master stops them from shooting, he said Halucination does. 2 different powers on the same discipline. (3 and 4) The implication there was that hallucination stops them from doing anything, while puppet master stops them from being able to shoot your lynch pin unit :) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603820 Share on other sites More sharing options...
FENRISÚLFUR Posted February 26, 2014 Share Posted February 26, 2014 Good ideas here, use Halucination to stop a unit from doing anything or Puppet Master to shoot themselves instead of your linch pin assault unit running across the table. Do read again here good sir, he didnt say puppet master stops them from shooting, he said Halucination does. 2 different powers on the same discipline. (3 and 4) The implication there was that hallucination stops them from doing anything, while puppet master stops them from being able to shoot your lynch pin unit I worded it poorly, but I think the message was still somewhat recieved. If you can use another of their units (A) to shoot one that threatens your assault unit ( B ) its A+ work from Puppet Master. While doing this may not completely take out their unit ( B ) it can help to reduce effectiveness and also allow you and easier time to focus fire with the rest of your shooting. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603910 Share on other sites More sharing options...
Beachymike123 Posted February 26, 2014 Share Posted February 26, 2014 just for the record i run an unmarked ML3 sorceror, plasma pistol, force sword and sigil. i also use only the Pyromancy discipline with him as its part of his fluff. he is great against horde armies and can also take on his share of PA armies, but he does struggle against heavier armoured units. he may not be a tournament winner, but he's fun and has served me well in most of the games he's been involved in. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3603970 Share on other sites More sharing options...
Xenith Posted February 26, 2014 Share Posted February 26, 2014 ^^ And that's what you want, really. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3604129 Share on other sites More sharing options...
Excessus Posted February 27, 2014 Share Posted February 27, 2014 just for the record i run an unmarked ML3 sorceror, plasma pistol, force sword and sigil. i also use only the Pyromancy discipline with him as its part of his fluff. he is great against horde armies and can also take on his share of PA armies, but he does struggle against heavier armoured units. he may not be a tournament winner, but he's fun and has served me well in most of the games he's been involved in. With pyromancy powers, does he ever get to use that plasma pistol? ;) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3604604 Share on other sites More sharing options...
Beachymike123 Posted February 27, 2014 Share Posted February 27, 2014 With pyromancy powers, does he ever get to use that plasma pistol? its funny you should ask that - i actually modeled him with the pistol before i'd decided on his backstory, so unless he is within charge range he doesn't really use it that much. however, i do use it just before i charge a MC or IC as i save the warp charges for in combat to power the force sword, and its (very occasionally) useful for overwatch, although its sometimes more of a deterrent than anything else Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3604796 Share on other sites More sharing options...
Iron Father Ferrum Posted February 27, 2014 Share Posted February 27, 2014 I want to chip in by asking what kind of force weapon is most popular/effective. At first there were a lot of mentions of axes, which I found strange since I1 is a huge question mark in my book for a close combat HQ with two wounds who pays out the nose for a decent I-save. I'd run a Biomancy Libby in my C:SM with a sword to take advantage of any possible Initiative bonus from Warp Speed, though I suppose the higher possible ML of a Sorcerer alters the equation a bit. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3604830 Share on other sites More sharing options...
Excessus Posted February 27, 2014 Share Posted February 27, 2014 I generally give my Thousand Sons aspiring sorcerers axes, since they have a 4++ save and my TS needs some AP2 power, but for my regular AL sorcerer on a bike, a sword is enough. He generally doesn't end up against 2+ saves since I can pretty much choose where he goes in thanks to the bike, and to properly benefit from warp speed as well. Iron arm more than well makes up for the lack of bonus strength from the sword..though, having seen Ahriman in action with S9 and 6+1 attacks is kind awesome! :) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3604845 Share on other sites More sharing options...
Brother Ambroz Posted February 28, 2014 Share Posted February 28, 2014 I like to give my sorcerors axes, mostly because they're already I4, usually already have a decent invuln save and you can't really count on always getting warp speed. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3605388 Share on other sites More sharing options...
Xenith Posted February 28, 2014 Share Posted February 28, 2014 TDA or 4+ invun would get an axe. With Iron arm, and mobility, the sword would more than suffice. The staff just didnt seem to do it for me, with a mainly MEQ playing field, but I went in expecting little. I'll give it another go. Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3605532 Share on other sites More sharing options...
minionboy Posted February 28, 2014 Share Posted February 28, 2014 I frequently use a Sorcerer in a combat list, specifically a level 3/4 with the Last Memory of the Yuranthos, plus 3 rolls on telepathy or biomancy for good measure. The Last Memory nova is awesome and since it targets many units, it gives you the ability to pick whichever unit failed it's blind check to charge. :) Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3605802 Share on other sites More sharing options...
Valaskjalf Posted March 1, 2014 Share Posted March 1, 2014 I frequently use a Sorcerer in a combat list, specifically a level 3/4 with the Last Memory of the Yuranthos, plus 3 rolls on telepathy or biomancy for good measure. The Last Memory nova is awesome and since it targets many units, it gives you the ability to pick whichever unit failed it's blind check to charge. Ive thought about using the LMoY a numer of times, but I generally play against MEQ so it seems sort of unreliable to get the blind test off...do you use it against all armies or do you find it's only really usefull against Necrons / Tau? Since Im not so big on math hammering Im intrigued to know how usefull the 18" blind would be against ie 5 units of marines.... Link to comment https://bolterandchainsword.com/topic/287219-sorcerer-in-an-assault-list/page/2/#findComment-3606605 Share on other sites More sharing options...
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