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Made in gb
Fresh-Faced New User




Southend-On-Sea

Hey all.

This is my first time posting on DakkaDakka. I get a lot of unsupervised free time at work and so I tend to write lists all day. I wrote this list when brainstorming ideas on how to use psychic powers more effectively (I'm slightly noobish).

This is NOT a finished list! Just an idea for how I want to use sorcerers.

Apologies for any faux pas' or incorrect formatting.

Squad 1: Deep strike in and use Divination powers to ensure the Oblits hit/wound all of their targets.

1x Chaos Sorceror
- Mastery level 3
- Balestar of Mannon
- Terminator Armour
- Force weapon
- Bolt pistol
3x Obliterators
- Marks of Nurgle

Squad 2: Move quickly towards enemies, hitting hard with spawn on arrival. Palanquin + Daemonheart protects sorcerer somewhat. Sorcerer spams Daemon-summoning as much as possible, with one Nurgle power (because Mark of Nurgle.)

1x Chaos Sorceror
- Mastery level 3
- Mark of Nurgle
- Palanquin of Nurgle
- Daemonheart
- Spell familiar
- Force weapon
- Bolt pistol
5x Chaos Spawn
- Marks of Nurgle

Before I swapped the Spawn sorcerer's bike to a daemonic steed, all of this came to roughly 760. I figure with the mark and steed it's about 800.

I'm looking for potential weakness, improvements, etc. Please feel free to be brutal. I haven't played many (if any) matches outside of my local meta so I'm sure there are many faults with these squads I have not considered.

Thanks in advance for any feedback.

'COME, SHOW ME WHAT PASSES FOR FURY AMONG YOUR MISBEGOTTEN KIND!' 
   
Made in us
Nurgle Predator Driver with an Infestation




A Palanquin is not a "steed" it's just a bunch of nurglings carrying you around so you only move 6" still and can't run (become Slow and Purposeful). Give him a bike instead. Also take the mark of nurgle off the sorcerers so they can roll all their powers on Biomancy or telepathy.

This message was edited 1 time. Last update was at 2015/10/01 19:28:55


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I wouldn't rely on Daemon Summoning. It's only useful in specific cases and you also really just don't have the Warp Charges to pull it off reliably. Spell Familiar helps somewhat, but you're better off going with either BIomancy hoping for endurance or iron arm, or going for Telepathy hoping for invis or shrouding. And yes leaving them unmarked is probably best.

"Backfield? I have no backfield." 
   
Made in gb
Fresh-Faced New User




Southend-On-Sea

Thanks for the feedback. Sorry I must have missed the steed thing. Ill give him a bike but surely he'll have trouble with difficult/dangerous terrain where the spawn don't?

I'll take the bio/telepathy feedback too. Im guessing pumped up spawn are decent on a good random attacks roll.

'COME, SHOW ME WHAT PASSES FOR FURY AMONG YOUR MISBEGOTTEN KIND!' 
   
Made in ca
Furious Fire Dragon




Bio mancy on sorcerers is always good, especially when they're charging alongside spawn, since it means they WILL be in combat
   
Made in us
Nurgle Predator Driver with an Infestation




The bike can have issues. They treat all difficult as dangerous so you won't be slowed. Just avoid it when possible, but with 2+ armor there's only a 1/36 chance of a wound from dangerous, so it's not a big deal.

Of you give him a force staff and roll on Biomancy he can potentially be S9 with Iron Arm if you get it. Buffing up the spawn is just an afterthought with endurance.
   
Made in se
Been Around the Block




Uppsala

And don't forget that the Spawns looses Fleet if their have a SOrc with them (as he does not have Fleet). Fleet is A and O when it comes to charging. I sometimes have the Sorc exit the unit in the movement phase, if I know the charge I want the Spawn to do might be dicey.

Also, if you want to cast spells from Daemonology, you need that SOrc to take Prophet of the Voices (which makes him a Daemon and thus not getting Perils on every double). But then he can only join units of Possessed (so no spawns for him then).

Having 6 Psy lvls will make it pretty safe to get a new Daemon unit every turn. Spend 5 WC every try, to maximize chances of success. This will hamper you other spells, but with this few units you will really need to summon in order to hold objectives and stuff.


I would probably split the Spawns to smaller units, 3 and 2 perhaps.

This message was edited 2 times. Last update was at 2015/10/02 12:01:14


 
   
Made in gb
Fresh-Faced New User




Southend-On-Sea

I had not considered that the spawn would lose Fleet. That sucks. Admittedly I would lose a power from a better book, but I could put the spawn sorcerer on a Steed of Slaanesh to make him cavalry. The whole squad would then maintain fleet and the sorcerer would then confer Outflank and Acute Senses to the accompanying spawn. Is the +20 points on the Steed worth it?

I suppose, taking into account your suggestion for reducing the threat of perils, the best course of action would actually be to do what was suggested by UncleanOne and astro_nomicon. If I give up on Daemon summoning (the produce of which would be subject to instability anyway) and focus on a more reliable Biomancy/Telepathy sorcerer I think it will work better.

Thanks for the feedback so far, all. Appreciate the help.

'COME, SHOW ME WHAT PASSES FOR FURY AMONG YOUR MISBEGOTTEN KIND!' 
   
Made in us
Nurgle Predator Driver with an Infestation




If you take a steed of slaanesh then you'll have 2 problems. Becoming a sorcerer with Mark of Slaanesh will require you go have to take the primaris from slaanesh and roll 1 power on it too. This drastically reduces the chances of getting useful powers on other tables.

The other issue is that you will have to remove the mark of nurgle from the spawn since you can't run a unit with mixed marks. T5 spawns are good, but T6 is really amazing since it prevents instant death against S10 and helps more against S4 shots/attacks which are very abundant.

The loss of fleet isn't really a big deal, they move so damn fast that you can almost always position yourself to have less than a 4 inch charge.
   
Made in gb
Fresh-Faced New User




Southend-On-Sea

I see what you're saying about losing a power to the Slaanesh table, and T6 Spawn are obviously a lot better for withstanding pokes from nearby units (especially considering the lack of armour save), but surely the Re-rollable Outflanking should provide better assault opportunities than the squad would have absent the steed?

'COME, SHOW ME WHAT PASSES FOR FURY AMONG YOUR MISBEGOTTEN KIND!' 
   
Made in us
Nurgle Predator Driver with an Infestation




If you out flank you can't charge that turn. So at minimum you'll be doing a turn 3 charge if you arrive on Turn 2. You can certainly do a turn 2 or 3 charge while being on the board from the start. Plus he will be able to take advantage of the 3 additional warp charges the second sorcerer provides starting in Turn 1. I don't really see the appeal of out flanking at all here.

This message was edited 1 time. Last update was at 2015/10/02 17:51:54


 
   
Made in ca
Unhealthy Competition With Other Legions





R4aptur3, can we see what chaos models you have? we might be able to help you even more if we knew what models you have. but guessing that this is your only models, you are playing unbound so you will get screwed over if you play an obsec army. first off i like your idea of the diviniation of the oblits, but lets be honest here, oblits have two real uses, to be a distraction carnifex or to be a replacement of havocs, so i would split the oblits into 3x1 squads then i would split the chaos spawn into 3 and 2 (2 separate squads) then take off the mannon off and the mark of nurgle, give them bikes and melta bombs, put the warlord sorcerer on the 3x squad of spawn and the other on the x2, have all of them roll on telepethy and try to get invis, thats when your opponent can only hit the oblits, thus making him take the bait and then you can get in close combat and melt anything they see, since its hard to hit the spawn if they are invised. plus you get physic shriek which is good too.
   
 
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