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Made in us
Loyal Necron Lychguard




As title. With the meta being what it is (Superheavies, Gargantuans, and Imperial deathstars), do you think 5 Nurgle Spawn with 2 Bike Sorcerers is a good enough Deathstar for CSM? T6 doesn't even necessarily die to D, and are obviously extremely strong against Grav. Even Scatbikes only wound on 4s, and the Spawn can be buffed and/or stand in cover.

While they're not extremely killy, they're pretty fast, pretty decent damage output, and create a target that soaks a lot of fire.

I know CSM is not the strongest codex, but I feel like this could hold up as a semi-deathstar?
   
Made in ru
!!Goffik Rocker!!






It can be a base for a semi-deathstar, indeed. It's fast, relatively durable as is and very durable when you buff it.

Now 2 sorcs are not enough to make it a deathstar. It would just be a fine cc unit with some psy-stuff. If you want a deathstar, you could run something more frightening in melee. The problem is most choppy things that can run alongside nurgle spawns like Abaddon or Typhus are slow. Spawns will sling-shot them but it's gona become harder to use. And faster generic stuff is not overly killy.

Besides, you're gona be very dependent on psy powers.

It could probably work but i find them excel simply as a relatively cheap character bunker. They'll mow down weaker stuff but avoid real deathstars. It works perfectly fine.
   
Made in us
Oozing Plague Marine Terminator





I love using two ML3 Sorcerers on bikes with familiars, alongside two full units of Nurgle spawn. They certainly buff the Spawn Units when they give invisibility, or shrouding (I always roll on the Crimson Slaughter traits to shoot for shrouded also), but the Sorcerers themselves are not so great in CC and as the only characters in the unit, have to take and issue Challenges, which they will usually lose even with a Force sword, axe, or maul....So you almost HAVE to take a Beatstick HQ to ride with them too. and that means an extra Detachment using cheap Cultists.

The death star that costs 1/3 the army is still completely random and unreliable. If you don't get Invisibility off, then they're pretty squishy. If you only get ones for Random Attacks, consider it over. And almost every time I throw my Spawn at Terminators, or some other CC specialist (to negate their fancy power weapons on naked spawn) they roll the 4+ Armor...

Too unreliable for anything other than tarpitting, which the Sorcerer wants to AVOID CC, or hunting vehicles, which is a waste of their potential.

This message was edited 1 time. Last update was at 2015/12/21 05:36:25


 
   
Made in us
Dakka Veteran





They are pretty solid. I run one max unit of Nurgle Spawn with 3 sorcerer's and a chaos lord on bike. It's nasty and gross. I call it "the Uglystick" I have another unit of spawn, and 2 maulerfiends in the list so several fast moving units that pack a punch and are durable.

Good trades: 8!!


 
   
Made in us
Decrepit Dakkanaut




2 Sorcerers and a Crimson Slaughter Lord does well, due to the Crimson Slaughter having better equipment.

The Lord will have MoN, a Bike, Power Fist and Claw, Daemonheart, and the Horns. Both Sorcerers will be on Bikes and ML3. One will fish for powers on Biomancy, specifically for Endurance and/or Enfeeble. The other goes on Divination using the Balestar and fishes for Forewarning and/or Misfortune.
As for Invisibility, you can just take Belakor and get it automatically.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Dakka Veteran





yeah, that's the exact loadout I have on the Lord but add blight grenades.

I chose to take 3 sorcerers instead of Belakor because he's a lot cheaper. Belakor would be fine but I just couldn't spare the points. I usually roll all divination with baelstar guy, then the next rolls telepathy and the 3rd can go biomancy. It's solid but definitely not perfect. You play against a psychic heavy army that can throw tons of deny dice and it's not near as fun.


Good trades: 8!!


 
   
 
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