Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I initially posted this in the rules subforum. Changed it to this one.
I played a one day tournament yesterday and used my Thousand Sons. A couple of things that popped up about the Aspiring Sorcerers that I would like to share.
1. One wound makes perils of the warp a scary prospect. I lost one of my sorcerers early in one of my games to a PoW attack. A different feel to what I was used to in the previous codex. Definitely recommend picking and choosing when to cast.
2. Warptime for the Aspiring Sorcerer is fantastic. In two games Warptime and the Force Weapon allowed me to kill multiwound characters outright. Thats is where the Aspiring Sorcerers came into their own for me. From now on they are always getting Warptime.
How are people using their Aspiring Sorcerers? Any tactics that you care to share?
Maybe i'm mistaken here?
But yeah, aspriing sorcerers are something that I will soon be seeing a lot more of, I think - they really do seem to have more of a chance to shine. Haven't properly read the new codex yet, so this is mostly waffle however... (Just that I already know 2 people building new tzeentch armies).
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
It's a moot point about their wounds in the old codex.
Tzeentchian boyos always autopassed psychic tests.
At tournaments where people plan for all commers they can't tailor their upgrades.
The sorcerers are very scary. Just watch out for necron lords with a warscythe though. I dropped one of them 3 times with my Hq Sorcerer before he stayed down. Thanks Tzeentch for Initiative 5.
Also keep in mind that you may be able to make a Tyranid player regret not taking Extended Carapace on those big baddies of his. It will be tough to wound him, but at least you'll only have to hope for one fluke, not two in a row.
"If you can wait til I get home, then I swear we can make this last."
No, Guard aren't that bad. But having experience with them will help me with Chaos I think.
Those big bugs got a lot less scary with the addition of the 4+ save.
I also like the ability to kill them outright with the force weapon. Just need one 6 and a psychic check and viola; one dead bug.