Cpt.Danjou Posted August 9 Share Posted August 9 CSM 10th edition Sorcerer This is a topic about Sorcerer in the 10th edition. Do you use them? How are you using them? Do you think they perform well? How do you equip them? Do you attach them to any specific unit? Is there a detachment that they are extra crucial? Any Enhancements that you like to use with them? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links Dr_Ruminahui and gaurdian31 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/383446-csm-10th-edition-unit-of-the-week-sorcerer/ Share on other sites More sharing options...
Indy Techwisp Posted August 10 Share Posted August 10 I've always thought it odd that the CSM Sorcerer can't lead Rubrics when you soup a unit in. Just seems like an expected combination that's lacking. Likewise for a Master of Executions not being able to lead souped Berserkers. Regardless, the model looks nice for a monopose, especially the backpack (I think it's the only currently produced model that still uses the old "Sorcerer Dragon Backpack" design) and the little magic sigil they're conjuring. Dr_Ruminahui, gaurdian31 and LSM 3 Back to top Link to comment https://bolterandchainsword.com/topic/383446-csm-10th-edition-unit-of-the-week-sorcerer/#findComment-6055346 Share on other sites More sharing options...
Dr_Ruminahui Posted August 11 Share Posted August 11 The sorcerer is really good in foot legionaires, giving them protection both before and in melee. The question is more whether one wants foot legionaires, which is probably no unless one is short on rhinos. The protection it offers to mounted squads is still good, but not as necessary - and most players will likely opt to make the squad punchier with a different character rather than more resilient. Still, I really like them this edition - they fill a role really no other character we have does, and it does it pretty well. LSM and gaurdian31 2 Back to top Link to comment https://bolterandchainsword.com/topic/383446-csm-10th-edition-unit-of-the-week-sorcerer/#findComment-6055407 Share on other sites More sharing options...
TrawlingCleaner Posted August 13 Share Posted August 13 For me, they fill a different role to protection (and that's not just because I always forget that they give a -1 to hit ) in that they're actually really good shooting characters. Mounted up in a rhino with a 5 man squad with something like a Lascannon or a Missile Launcher, they actually throw out a good amount of shooting. This way any hazard tests are taken on the Rhino and can keep the relatively squishy sorcerer alive. His combat attacks always seem to hit hard too but I think that's mostly an anomoly gaurdian31 and Dr_Ruminahui 2 Back to top Link to comment https://bolterandchainsword.com/topic/383446-csm-10th-edition-unit-of-the-week-sorcerer/#findComment-6056139 Share on other sites More sharing options...
Gree Posted August 14 Share Posted August 14 IIRC, He's the only generic HQ that gives an attached squad a defensive buff. Otherwise, nothing to write home about, but not a terrible pick if you have space for him in your list. gaurdian31, Iron Father Ferrum and Dr_Ruminahui 3 Back to top Link to comment https://bolterandchainsword.com/topic/383446-csm-10th-edition-unit-of-the-week-sorcerer/#findComment-6056701 Share on other sites More sharing options...
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