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Made in us
Krazy Grot Kutta Driva





UC Irvine

So I'm thinking about running The Purge with Renegades and Heretics to bring 6 squads of 3 unmarked spawn plus some artillery. I'd like to run the Cabal in addition to this, hiding each sorcerer in a spawn squad and possibly using the extra points to grab Kharn and throw him in a huge squad of mutant rabble unit with an enforcer/demagogue. (gives blob and Kharn Rage, Refill to wound in the first round, and fleet)

Do you think this could work? I may run it just for fun even if it isn't great. What powers should I use on the sorcerers to get my points worth?
   
Made in gb
Nurgle Veteran Marine with the Flu






If you're putting sorcerers in Spawn units I'd recommend trying for Endurance. Giving the Spawn Eternal Warrior and FNP 4+ makes them much more durable.

If you get Iron Arm or Warp Speed this can make your Sorcerer much more effective in CC and there's also some ok witchfires powers in Biomancy. Chances are you'll get something decent for that setup if you roll on Biomancy
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

biomancy, bike, force stave

 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Just remember that if you roll endurance, you would have rolled invis on telepathy and being hit on 6's is better than having a 4+++ against anything that doesn't have instant death.

There's also no reason not to take MoN on the spawn for T6 if your sorc is unmarked.

If you have a sorc (on bilke obviously) with a solo spawn and you roll iron arm, you're now majority T8 which is lulzy.

Shrouded is also nice since that's a 2+ jink for the bike sorc and probably a 3+ cover for the spawn (since they're beasts and ignore terrain, there's very little excuse not to have them in 5+ cover all the time).

Honourable mention to Sanctic for hammerhand though, but only really a thing if you're fighting daemons since you can easily swap to Banishment if you don't get it and then roll on either bio or tele for good powers.

Another honourable mention for Pyromancy of all things since fire shield gives the unit a 4+ cover, fiery form gives the sorc a 4++ and you're going to be close enough to actually make use of the primaris and molten beam.

At the end of the day, it's much of a muchness between Bio and Telepathy. If you've modeled your sorc with a staff, Bio, if an Axe, Telepathy, if a sword, remodel it with one of the other 2 choices.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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