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Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I am away from codex and rule book so I was hoping someone could tell me which one is better for the sorcerer. the models available are force staff with plasma pistol, force sword, and force axe. Can someone let me know which is the best and in what ways one is better than the others?

 
   
Made in us
Sneaky Striking Scorpion





There is no one better than the others. They all have their uses.
   
Made in us
Crazed Savage Orc





Before I start painting my DA, it would be nice to know the most optimal power weapons to go with in any given situation. Power swords seem to be the norm I guess. I had similar concerns for the kit for my assault terminators.

This message was edited 1 time. Last update was at 2012/12/25 16:54:54


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Made in us
Steadfast Grey Hunter





Dallas, TX

My Term Libby is equipped with an Axe/Halberd, because anything that will ignore his armor will strike at the same time anyways... except that damn warsythe.
   
Made in gb
Malicious Mutant Scum




UK

well, chaos sorcerer has an initiative of 4, it depends on whether you are planning to use the sorcerer to meet challenges, a force maul/staff would be best against anything without power armour, if you are likely to fight against opponents with higher initiative then axe, if just regular space marines, then sword

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

For a support sorcerer, a staff or sword tends to work best, while an assaulty sorcerer likes and axe or sword.

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Made in us
Longtime Dakkanaut




Indiana

If there is another champion in the unit an ax. If alone for some reason or mark of slanesh then sword or maul.

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Made in gb
Proud Phantom Titan







I'm currently a fan of the force maul. It may only be AP4 but striking at strength 6 and at initiative is nice ... after all you have to cause wounds before you can start worrying about armour saves. and Then you only need one failed save to ID them (familiar is nice to make sure it goes off)

This message was edited 1 time. Last update was at 2012/12/25 22:15:21


 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

force axe, ALWAYS. ID things is only really useful on things with 2+ saves.



Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

I don't have the math and CBF doing it at work, but the sword will beat the maul at killing MEQ. I remember checking it out when 6th came out, because my first thought was "Easier to wound, more armor saves, may mean more dead marines on average..."

Sadly, no.

I'd go Maul if you face alot of non-MEQ armies, and the axe if I had a champ to take the duelling spot. The sword is a solid all rounder though- works well vs anything up to TEQ's.

   
Made in us
Longtime Dakkanaut





You only need one wound, and the extra str from the axe will help you wound MCs. Granted you may not live to get that wound through, but thats chaos. Fairly weak characters that must always challenge. Go figure.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

what do they each do. I gathered from this axe is +1 str. do you have to swing at int 1? sword is ap3 and maul ap4 does staff do anything fancy or special?

 
   
Made in gb
Proud Phantom Titan







Meh guess it depends on what you face most.

Orks Mace is the best
2+ saves Axe (but risky as you strike at I1)
3+ sword.

...I have a soft spot for the force mace because i like the pyro powers and there's always a chance of him having str8 melee attacks.
   
 
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