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Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

Hey all, looking for some opinions and reasoning on what to do here.

I am a pretty fluffy player (for the most part) but I sure don't mind winning often. With that said, I play Deathguard and have been toying with 3 Terminators with combi-plasma/mark of nurgle deep striking in with a terminator Lord with a burning brand and various other upgrades. In the two games so far, they land and obliterate a squad, live through the next turn, get stuck in and generally wreak havoc. I like the squad so much, I want to add a sorcerer to it for my other HQ slot.

Now, do I mark him up to? I know if I don't mark him, he's still majority toughness 5 anyways and I don't have to roll on Nurgle.

Has anyone seriously looked at Pyromancy? I know it was dismissed early as 'crap,' but I noticed none of the witchfire powers require to hit rolls (obviously some scatter), which isn't bad.
Would invisibility make a difference with this squad? Is it needed?

Biomancy for a terminator sorcerer? Is it worth it to "fluff out" and go all Nurgle?
Thoughts?

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in us
Battleship Captain




Oregon

"Standard" choice is unmarked telepathy sorcerer. That said, he is best used starting on the table as a support unit. Your sorcerer is more aggressive, so I'd look at biomancy. Smite would fit the role of short range firepower. Giving the squad FnP could also be useful.
   
Made in us
Furious Raptor




first, if your putting both HQ in one squad, take one or two bodies just to soak wounds.

If using plasma, MoS is slightly better as the FNP banner can negate Gets Hot. If your deep striking anyway, I would go melta, but that is a judgement call. Plasma works fine for most things.

Now, concerning DS, your already reasonably close to your enemy, which solves some problems. One, your MoN Lord and Sorc can take Blight grenades, which confer shrouded within 8in., so invis loses some of its advantage, plus termies don't usually spend much time in cover.

Biomancy on the other hand, can make your Sorc a MC basically, and really boost the squad survivability also.

Nurgle Powers are a toss up. I like them, but honestly, bio is better is most cases. Plague wind is sick and the primaris power is okay, but the two maledictions are highly situational.

My idea would be something like this:

Lord- Term. Armor, Black Mace (or pfist and claw), blight nades, MoN
Sorc- Term Armor, Lv 3 Biomancy, Burning Brand, Spell familiar
2 Term- Combi-melta (or plasma) MoN
2 Term- Wound soakers MoN
Champ w/ Pfist MoN

I think it's around 450 on the high side, maybe 400 ish on the low side, but I'm doing that in my head on the fly, so don't hold me to that.

You threaten MEQ/hoards with the brand and the psychic powers, TEQ with the melta/plasma and 2 pfist+force weapon, and vehicles are an easy lunch if they are in range. Good combo squad.

Now, but the lord in a different bike squad with a MoS and a Steed, then outflank the slaanesh bikes to meet up with your Brand+Biomancy Nurgle Termies in the backfield and you have my army lol. Kit out the Term. Champ to accept challenges (ie-Pfist and Lclaw) or add a reaper autocannon, roll to get invisibility and use the Sorcerers retinue as a fire base (the anvil) and the Lord with his biker retinue becomes the hammer. Great success!

Basically, for what your doing with them, sounds like your Lord being in the squad doesn't add a tremendous amount. My final suggestion is kit out a seperate retinue for him if you have the points. His focus should be HtH while the Sorc excels at mid range firepower

Edit: Organized ideas better. Kinda.

This message was edited 1 time. Last update was at 2013/04/04 00:53:41


 
   
Made in us
Regular Dakkanaut




SC

Taking the Brand on a sorcere is a waste imo. If you get a bad biomancy roll and take the primaris you can't shoot both.

Whatever school gives Invisibility. That's just a godly power. Maybe rock 2 level 3 sorceres rolling on Biomancy and then trying for Invisibility. Huge cover saves and FNP galore.

 
   
Made in au
Sword-Wielding Bloodletter of Khorne




Just an idea- Instead of termie amr on the sorc you might think about taking wings instead.
It can still deepstrike. The mobility is gonna help alot with setting up perfect brand/template hits also it can hide at the back or jump over and past units to give a better chance of making a charge (while staying in cohesion).
I kinda hate deepstrike randomness. Wings seem to make up for it a bit without sacrificing to much.
   
Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

Awesome. That is some great advice. I've sat down more with the book and had some thoughts:
Biomancy: with the sorcerer's role in the army/unit, I would really only want Endurance or Enfeeble. I don't think turning him into a CC monster is really what I want.
Telepathy: Invisibility doesn't seem to be worth it on the unit, but, the primaris and the maledictions could add some punch and support to the terminator squad
Pyromancy: I'm trying this out, depending on my opponent. I think this is deceptively good... I will let you know.
Nurgle: I'm up in the air here. That malediction seems like it could hurt just as much as it helps. Otherwise, decent damage dealing. Maybe dropping the nova when you deep strike in...?

I like the idea of him in terminator armor instead of wings, mainly for modeling purposes, plus, he fits better in the squad.

Spell familiar? Worth it?

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in mx
Morphing Obliterator





Mexico

Spell familiar is a must. And as mentioned above, 2 rolls on biomancy and 1 on telepathy is the way to go, otherwise go 3 on biomancy. Invisibility is great maybe not for your termies but for any bikes/spawns you might be running, or units on cover, remember that it also lowers WS1 so if cast on your termies anything would be hitting you on 5's and then wounding on 5's due to T5. If you dont get invisibility psy shriek is pretty good and works vs termies.

You might not like the idea of a sorc being a CC monster but a termie sorc with force axe and iron arm/warpspeed can take lots of HQs out.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in au
Sword-Wielding Bloodletter of Khorne




invis is such a great force multiplier. Id go bio/tele
   
 
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