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Made in us
Thrall Wizard of Tzeentch






So, I'm getting a chaos marine sorcerer, as my ally HQ for my daemons. For reference, here's the options I'm giving him:

Mark of Tzeentch
Disc of Tzeentch
Sigil of Corruption
Mastery Level 3
Meltabombs
Spell Familiar

I also want to get him a power weapon to go with his force weapon, and I'm not sure what they should be.

I've mostly decided against a powerfist, as it's expensive and doesn't add another attack.

I'm pretty certain about the Force Weapon being an axe, for challenges, but I don't know if the other weapon should be a sword or a maul.

Assume the sorcerer is going alone, and assault is a secondary function to psychic buffing/shooting.
   
Made in us
Purposeful Hammerhead Pilot






Vermont

If you are looking at an assualting Sorcerer, look to the Biomacy and Telepathy pyschic powers for buffs. As far as adding another weapon to the sorcerer? Why? He already has +1 attack for having a bolt pistol and his force weapon, getting another power weapon would be useless in my opinion. You are going to want to get him cheap and adding another 15 points to him wouldn't really be a good idea because then you are robbing points from your Daemons.

If you had to get another power weapon for him, I would go with the Maul for the +2 str on his attacks it's a respectable AP4. You would still have the Force Axe if you needed the AP2...

 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I run the Sorcerer with a Force stave - better than the sword against everything but 3+ armor. also, he is not meant to be in CC imo anyways. I would probably ditch melta bombs on him too - I use mine for Hallucination/Invisibility primarily with a smattering of Puppet Master and/or Terrify.

This message was edited 1 time. Last update was at 2013/01/23 12:55:47


Daemons Blog - The Mandulian Chapel 
   
Made in is
Dakka Veteran






I virtually play a sorcerer in every Chaos list. Their utility at level 2 or 3 is just too great to be ignored. Right now, I pretty much prioritize like this:

Must haves
Sigil of Corruption (challenge and AP 1/2/3 insurance)
Mastery level 2 or 3 (ideally 3, for utility)

Nice to haves:
Mark depending on what squad he's in

You don't really need to give him much more. He already comes with a force weapon and if you're looking to put him in a fast squad like bikes, I feel like a black mace lord is a better investment. Overall, if you're looking for great utility, he's one of the best choices in the codex, but if you're looking for assault smash, go with the lord.


 
   
Made in de
Morphing Obliterator






I normally run mine with Termi-Armor so I can deepstrike him with a squad of Oblis. I also use mostly Telepathy.

Playing mostly Necromunda and Battletech, Malifaux is awesome too! 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I'd just keep him with force weapon and bolt pistol, 2 atks and not a huge points sink.

 
   
Made in mx
Morphing Obliterator





Mexico

I run mine lvl3, on a bike, force axe, sigil and familiar. He runs with a bike squad thou, getting invisibility on bikes is pretty hilarious cover sv2+ so that they can freely roam the battlefield and shoot their plasmas.

If you plan him on going solo i would even drop MoT and the disc for a bike so that he can take 3 powers from the BRB and bless your units of curse the enemy ones. Tzeentch's lore has lots of witchfire iirc which would demand him to be on LoS from the enemy rather than running on your back buffig/debuffing

This message was edited 1 time. Last update was at 2013/01/23 19:25:00


CSM 10k points
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VC 2.5k points
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

always the force axe. Anything you want to ID probably has a 2+ save and your inititive isnt that good to preserve it anyway. You can talk about the staff, as things you want to ID probably have a ++ save, probably a good one but the sword is the worst option out there.

Also I like unmarked sorcerers. Having to take the god powers is a total waste.

Thus I run a bike, axe, lvl3, familar, sigil. OR TDA, axe, lvl3 familar

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 us
Regular Dakkanaut




As someone who plays Daemons/Chaos space Marines, I would advise to keep the Sorcerer cheap.

I've had good results running a plain Sorcerer with Force Stave with 20 Cultists behind a Defense Line with Comm Relay. It's cheap, can go to ground, and if you're lucky can get the Endurance Power from Biomancy. It helps the Daemons get on the board faster.

Then the points I saved, I can get a Heldrake and Obliterators in the list.
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

EricBasser wrote:
As someone who plays Daemons/Chaos space Marines, I would advise to keep the Sorcerer cheap.

I've had good results running a plain Sorcerer with Force Stave with 20 Cultists behind a Defense Line with Comm Relay. It's cheap, can go to ground, and if you're lucky can get the Endurance Power from Biomancy. It helps the Daemons get on the board faster.


This is exactly how I run my Chaos contingent - I add a spell familiar though. I roll on Telepathy for all the powers though I might swap to Biomancy if I knew I did not have to have Mental Fortitude or Terrify.

Daemons Blog - The Mandulian Chapel 
   
Made in ca
Longtime Dakkanaut





Toronto

Has anyone tried running a 'Khorne sorcerer' (Heresy I know, but khorne obviously has some kinds of blood//fire magicks) by which I mean an unmarked sorcerer running with a Khorne unit (berserkers,bikers, CSM, cultists) and buffing them with biomancy/pyromancy?

   
Made in mx
Morphing Obliterator





Mexico

 McGibs wrote:
Has anyone tried running a 'Khorne sorcerer' (Heresy I know, but khorne obviously has some kinds of blood//fire magicks) by which I mean an unmarked sorcerer running with a Khorne unit (berserkers,bikers, CSM, cultists) and buffing them with biomancy/pyromancy?


I do, delicious heresy. My deathstar unit for 2000 points run this.

8x CSM bikes - Champ with LC & Melta bombs, 2x plasmaguns, MoK, Icon of Wrath
Juggy Lord, MoK, Axe of Blind Fury, sigil of corruption
Bike Sorcerer, lvl3, force axe, familiar, sigil of corruption, spell familiar

It has done pretty good, I always roll 2 on telepathy looking for invisibility, usually always change one for the primaris to deal with termies or any other sv2+ unit and 1 in biomancy.

Whenever i get invisibility they just roll all over the place, getting 2+ cover saves and making anything they engage WS1 is just plain awesome, the lord and the bikers do ton of dmg and are pretty hard to kill since they are T5 and everything would hit them on 5+ due to WS1, hell even once my juggy rolled a 1 on the daemon weapon reducing his WS to 1, no biggie, they had 1 as well so i hit them on 4+.

Whatever the sorc gets of biomancy is great as well, iron arm makes him a beast with the force axe, T8 S9, or enfeeble which makes the attack from the lord to instakill marines (due to Str6 vs T3).

The worst thing I got was on my last game where i rolled the witchfire on biomancy (T test), terrify and the one that makes a unit fearless from telepathy. Anyway I took a bunch of termies with the shriek so the sorc paid itself.

This message was edited 3 times. Last update was at 2013/01/23 22:01:36


CSM 10k points
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Made in us
Thrall Wizard of Tzeentch






Thank you all for the input, it will be carefully considered.
   
 
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