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Made in us
Battleship Captain




Oregon

Have people had success with a cheap telepathy Sorcerer?
Use him as a LD boost and psychic support with a touch of melee boosting power. Can easily add him for less than 100 points.
   
Made in gb
Lord of the Fleet






London

Sorceror with Spell Familiar and Lv2 comes at less than 100pts, should be pretty reliable.
   
Made in us
Battleship Captain




Oregon

 Valkyrie wrote:
Sorceror with Spell Familiar and Lv2 comes at less than 100pts, should be pretty reliable.


You could probably live without the familiar but you'd need ML2 to get the good powers.
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

I always took the sorc when i ran chaos, they are very versatile i feel.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in br
Savage Khorne Berserker Biker






The issue with sorcerers is that they don't unlock Cult Troops from Elites unless you are going Tzeentch. For casual games it's not an issue, but scoring plagues make a big difference otherwise!

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Mekboy Hammerin' Somethin'





More often than not I will run a Huron and a Sorcerer together. I run Chaos Undivided so I don't have to worry about unlocking cult troops. Huron and the Sorcerer each sit in their blobs of CSM and advance upfield and into krumping distance. The leadership boost is great and their powers can be incredibly handy. If you roll on Bio and get endurance then you're going to have a fun time. They're cheap force multipliers that have a bit of offensive hitting power. A win win in any case.
   
Made in us
Raging Ravener




Dallas, TX

I almost always run a ML3 sorcerer: Telepathy and Biomancy. Invisibility can be game changing.

4500
4000
3500
1500
1500 
   
Made in us
Regular Dakkanaut




SC

Invisibility is godly. So is Enfeeble.

Rolling those double 6's or double 1's and losing your sorcerer or not getting that spell off you really need is kind of heartbreaking. A spell familiar is a solid investment in my opinion. Especially low point games.

 
   
Made in ca
Longtime Dakkanaut





Toronto

I use a cheapo sorcerer as a secondary HQ (khone beatstick as main), and at any mastery level, he's been fantastic.

Level 2-3, hes a great support caster with Biomancy or Telepathy. As a level 1 nekid psyker, he still makes a great 'super-sergeant' upgrade for a CC squad for 60 points. Even forgetting that he's a psyker, he's got a pretty baller statline for so cheap (even a lord doesnt get a free force weapon). At level 1, the power is just a cherry on top.

I run mine on foot in a berzerker squad with a force-axe as he adds a very much needed power-weapon punch. While the lightning claw sergeant accepts challenges (and hopefully takes out any MEQ characters), the hidden axe can get to work chopping guys down.
It's good to remember that he also has a bolt pistol, which also acts as a CC weapon. If he's ever in a challenge and the axe is too slow, he can still put out 4 attacks at initiative . Good for hitting lightly armoured characters, or guys with powerswords who will kill him anyways.

   
Made in sg
Longtime Dakkanaut





I love the sorceror and wish I could use him more often. CSM needs their lords though, because more often than not, those are the key to our offense. (Like Khorne Juggerlord) or we need them to unlock cult troops.

A sorceror on a bike with mark of nurgle and 2 biomancy powers is actually a pretty scary thing to face in close combat. That's a T6 guy with the potential to get Iron Arm or Endurance, wielding a force weapon which can deal instant death!
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

 Wingeds wrote:
Invisibility is godly. So is Enfeeble.

Rolling those double 6's or double 1's and losing your sorcerer or not getting that spell off you really need is kind of heartbreaking. A spell familiar is a solid investment in my opinion. Especially low point games.


I second always bringing a spell familiar. Just watch it though, though you can reroll box cars, ace's still still a successful psyk test even if it results in a perils.

I play more sorcerers kind of large but only if I'm in a game over 1000 points. Sorcerer Lvl 3, spell familiar, sigil of corruption, jump pack. I give him the jump pack because I run him with spawn and a lord. Yeah I lose fleet, but hot damn invisibility is insanity!

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Sephyr wrote:
The issue with sorcerers is that they don't unlock Cult Troops from Elites unless you are going Tzeentch. For casual games it's not an issue, but scoring plagues make a big difference otherwise!
Sephyr has a point here. A lot of the good CSM options are unlocked when you have a lord. This includes cult troops and zombies.
Even other options require a specific lord. For example, bringing two squads of 20 CSM with Fabius Bile is an excellent option (especially when brought as allies for daemons)

If your going with a cheap sorcerer, you need to have a plan for it. You need to plan on bringing a few cultist squads and supplanting your troops with good allied troops.
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

I usually run a sorcerer with terminator armor, Mot, and sigil of corruption. it puts you up to about 125 or 130. its hard to get through the ++3 invuln, i also run him with boon of mutation and he can give anyone in your army bonuses.

The Black Hand

 
   
Made in us
Nurgle Predator Driver with an Infestation





Buffalo, NY

I'm thinking of running a Nurgle Sorc on a bike with my squad of Nurgle Bikers. Lvl 3 with SoC, BBoS, and Spell Familiar.

See what happens
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 wolfmerc wrote:
I usually run a sorcerer with terminator armor, Mot, and sigil of corruption. it puts you up to about 125 or 130. its hard to get through the ++3 invuln, i also run him with boon of mutation and he can give anyone in your army bonuses.


but he is WS4, 2 attacks, 2 wounds. Costs a lot for a lvl 1 sorc.

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 ca
Dakka Veteran





I love the 60 point sorcerer. He's fantastic. Give him Psychic Shriek or something. You could also roll on Biomancy and hope for one of the 4 awesome powers.

To a poster above. 60 + 25 + 15 is 100, it's not less than 100 :-)
   
Made in gb
Regular Dakkanaut





I like running a bare bones Lv 1/2 sorc as the HQ for my CSM allies. 60-85 points is a cheap tax and unlocks alot of potential.
   
Made in us
Regular Dakkanaut




SC

Terminator armor is just a waste. A chaos sorcerer should be buffing or debuffing not focusing on combat as much. Therefore he should be with a unit for look out sirs. Roll Biomancy and get Endurance and Iron Arm. The unit the sorcerer is attached to takes challenges and the sorcerer can use his force axe or whatever to do some work. Roll for Invisibility and hop in area terrain and you have a 2+ cover or debuff anyone charging you to WS1. Theres just no need to pay points for a 2+ save when you can get spells to buff yourself and other units for the same points.

I'm looking to try a sorcerer attached to a 35 man cultist squad. Definately doing 3 flamers, but kind of stuck between doing autoguns or marking them with khorne or something. Sorcerer Enfeebles a target or two and the cultists multicharge or shoot them.

Sorcerer on bike with burning brand is amazing.... It's pretty much a heldrake with spells.

 
   
Made in us
Battleship Captain




Oregon

Term. Armor on a walking sorcerer is a cheap way to buff durability. Same price as sigil but much more overall protection.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Wingeds wrote:
Terminator armor is just a waste. A chaos sorcerer should be buffing or debuffing not focusing on combat as much. Therefore he should be with a unit for look out sirs. Roll Biomancy and get Endurance and Iron Arm. The unit the sorcerer is attached to takes challenges and the sorcerer can use his force axe or whatever to do some work. Roll for Invisibility and hop in area terrain and you have a 2+ cover or debuff anyone charging you to WS1. Theres just no need to pay points for a 2+ save when you can get spells to buff yourself and other units for the same points.

I'm looking to try a sorcerer attached to a 35 man cultist squad. Definately doing 3 flamers, but kind of stuck between doing autoguns or marking them with khorne or something. Sorcerer Enfeebles a target or two and the cultists multicharge or shoot them.

Sorcerer on bike with burning brand is amazing.... It's pretty much a heldrake with spells.


I agree the 2+ save is a waste if you are going to be giving him a sigil of corruption. Now a bike is awesome, T5 and the mobility are too good for the price.

careful with the cultists. He isnt fearless and you can kill a lot of cultists in assault rather easily.


Automatically Appended Next Post:
 minigun762 wrote:
Term. Armor on a walking sorcerer is a cheap way to buff durability. Same price as sigil but much more overall protection.


it is an either or proposition. You either go for 3+/4++ or 2+/5++. Both is expensive and not much better.

This message was edited 2 times. Last update was at 2013/05/02 15:29:08


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
Blood-Raging Khorne Berserker





New Jersey

Sorc
+2 lvls
Sigil
Spell Familiar

150pts I think this is a reasonable minimum requirement, and it bring such a force to the battlefield.

I've had a game where the sorcerer had a jump pack added and went with a juggy khorne lord and spawn, his powers were Invisibilty and endurance... haha one salty opponent indeed.

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in us
Battleship Captain




Oregon

Agreed Exergy. Both sigil and term. Armor is a waste.

I guess I struggle with investing 130+ points into a two wound model. At that point range, a lord makes more sense more often.

My rough yardstick for upgrading HQs is 50 points per wound.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Wingeds wrote:
Terminator armor is just a waste. A chaos sorcerer should be buffing or debuffing not focusing on combat as much.
I disagree strongly.
The only time not to take terminator armor is if you plan to stick him in a rhino. Terminator armor offers far to many advantages otherwise for its point cost. Not only does it come with a 5++ save, but terminator armor also provides a 2+ save you can use to 'tank' wounds when your unit is hit.

Lets say that your unit is attacked by 5 death kult assassains. You can take all 8 power weapon wounds on the librarian and get your 2+ save on them. Otherwise your just losing the entire CSM squad. You can also use the sorcerer to eat an overwatch that you want to avoid hitting your guys -- like that single ML. You can also place him in the front of your squad to absorb any AP3 shots that go into your squad, like a ML.

Secondly, the terminator armor helps when you are in challanges. Instead of Mephiston/Vect chewing up the squad into little pieces in 1 turn, your terminator sorcerer can bog down the IC for the entire game by making 2+ saves.

To reiterate, unless your going in a rhino, there is every reason in the world to take terminator armor.
   
Made in us
Longtime Dakkanaut





2 ML3 sorcerers is super cheap and adds so much flexibility to a list.

Bee beep boo baap 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 labmouse42 wrote:
 Wingeds wrote:
Terminator armor is just a waste. A chaos sorcerer should be buffing or debuffing not focusing on combat as much.
I disagree strongly.
The only time not to take terminator armor is if you plan to stick him in a rhino. Terminator armor offers far to many advantages otherwise for its point cost. Not only does it come with a 5++ save, but terminator armor also provides a 2+ save you can use to 'tank' wounds when your unit is hit.

Lets say that your unit is attacked by 5 death kult assassains. You can take all 8 power weapon wounds on the librarian and get your 2+ save on them. Otherwise your just losing the entire CSM squad. You can also use the sorcerer to eat an overwatch that you want to avoid hitting your guys -- like that single ML. You can also place him in the front of your squad to absorb any AP3 shots that go into your squad, like a ML.

Secondly, the terminator armor helps when you are in challanges. Instead of Mephiston/Vect chewing up the squad into little pieces in 1 turn, your terminator sorcerer can bog down the IC for the entire game by making 2+ saves.

To reiterate, unless your going in a rhino, there is every reason in the world to take terminator armor.


..................bike

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
Battleship Captain




Oregon

Do you tend to stick with one discipline or take some from multiple choices.
Assuming unmarked, I think the choice is really just biomancy or telepathy
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Exergy wrote:
..................bike

Excellent point. Another reason is if you want to put him on a bike. You need to have a plan for him if your putting him on a bike. Sticking him on a bike and have him stick in a CSM squad back field is not that hot. Your likely better off just giving him terminator armor. Taking a burning brand and using the bike for positioning however....
   
Made in us
Longtime Dakkanaut




I take two level 3 sorcerers with spell familiar in my list. They attach to CSM squads and buff units in the army I need to win with. They send out spells to help Nurgle Spawn, 2 Maulerfiends, Vindicator, Daemonettes, Soul Grinder and Lord of Change. They are great force multipliers.

I have also tried a lone level 3 sorcerer and Huron. I loved going first (which not many 6th edition armies do and this was a great meta tactic). Going first meant I infiltrated 1-2 Obliterator squads into the sides of the enemy with Huron. Then an Invisible Maulerfiend would run into the center of the board. On turn one my opponent had the 6 Oblits on the sides and a Maulerfiend (usually invisible) in their face.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Bike is great but if he's on foot he'll never be in my list without TDA. That 2+/5++ has saved him way more than once.

 
   
Made in us
Battleship Captain




Oregon

Would a sorcerer benefit from a unit of cultist meatshields, especially while wearing term armor.
   
 
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