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Bad,the rest of our HQ choices are far better
Can do some work, but no more than the rest of our HQ choices can.
Good if they are cheap
The more expensive the better (the more competitive)
Awesome,they are perfect in all cases.
I had a small argument with a friend of mine which was cleaming that Sorcerers are totally useless. I pretty liked the fluff idea behind them but it's true that I struggle finding how they can actually work on the battlefield.
Any suggestions, recommendations and builds about how those loyal servants can attract a little more attention (both from the Chaos God's and from my friend?) would be nice!
Thanks in advance.
From the start I've always liked psykers because they bring more variety and more options to the table than mere CC killing machines. This is less so in the CSM case due to most of them being just ways to help kill stuff -- was it too much to ask for one movement or stat-boosting type spell, or is that too Librarian for Chaos?
However, a DP can take almost anything the Sorc can, so that is now no longer clear-cut. Initially i used Tz Sorc with wings, Warptime and either Bolt or Gift, and sent him off with my CSMs looking for heads. The bolt working in synergy with the MGs of the CSMs for can-opening before an inevitable slaughter in CC. Nowadays though, if i use a Sorc, it's usually for Lash of Submission.
The reason i prefer it on a Sorc than a DP is thus:
The DP must assault whatever it has lashed, or cannot assault anything. This means "tactical lashing" from DPs is not viable, unless you're happy to have your killing machine just directing traffic and attracting fire (which is actually not so bad).
I much prefer having the Sorc on his own, or with a ranged fire unit, Lashing the enemy around, hopefully taking them out of the action for a turn. Meanwhile my Tz/Nurgle DP can rampage into some other unit.
The main advantage of a Sorc over a DP (ignoring Lords because, well, just because!) is that they are ICs and can hide in squads. Another is that they have an Instant Death attack in CC if they want it, not to mention ranged shooting -- Warptime makes Plasma pistols more reliable and therefore quite handy, although expensive. It does save a spell though (compared to using Bolt or Wind before assaulting), meaning that Tz guys will have a chance to use their Force power for ID. I never dive into CC without Warptime, so it's only my Tz guys who ever get to use the Force.
All in all though, it's really down to personal preference and waht else you like to run in your list.
Last edited by krytie; May 11th, 2011 at 14:44. Reason: better structure
There are three types of people in this world -- those who can count, and those who cannot.
where is the option for "fills another niche than DPs but still better than lords"?
win some, lose some
i like to take a sorcerer with MoS and Lash and put him in a rhino with berzerkers(fluff be damned) or something assualty, lash out of the top of the rhino. it allows for a harder to kill lash imo
i also run them with MoT and warptime to hunt MC or HQs. reroll-able power weapon attacks, and then since its MoT u can use ur force weapon on the enemy. you can also give him bolt of change giving him a str8 ap1 shot that he can use while riding up in a rhino
i would say that it is best to put him with a squad and in a rhino always. none of the mounts are any good for them, maybe a bike or jetpack/wings if ur running him with bikers/raptors
i dont like to put mine in termi armor cause then they cant be in a rhino, and i dont run chaos termis, except maybe termicide squads
I like them same as Aberson, MoS and Lash. But I keep mine in a rhino with Noise Marines with Sonic Blaster. It lets me move, disembark the NM, keep the Sorc in the rhino, lash a unit away from them and put some assault 2 shots into them from 24" away. Also lets me group up units for Defiler Pie Plates.
They attract less attention than DPs, and can be good in smaller games. The force weapon is also useful, but for offensive capability, DPs are a lot better.
Having said that sorcerer, berzerkers and lash is incredibly devastating, and lash on any sorcerer is harder to kill at range, and will always be useful for defilers and plasma cannons. Also, as has been said earlier, you don't always want your DP assaulting the unit it lashed.
Finally, they can be quite good if cheap.
adamwelton "Bliss-giver is right as always."
"Opportunities multiply as they are seized."
Of course this is an opinion, but I don't like them. I customized a Fantasy Chaos sorcerer with a bolter and a set of Possessed wings, painted it up good and was really proud to play it. I've never had any luck with it and now it just sits in my case collecting dust. I have better luck with the Daemon Prince who is Eternal Warrior and can't be killed outright by a strength 8 weapon. I could run a sorcerer in a pack of guys, but if you are going to run a Lash with it, it is better to give him wings or a jump pack to get him in a forward position to use the Lash in the first place making it difficult to put him in a slower unit. As far as the statement " can be quite good if cheap", you have to look at how cheap you can go with the sorcerer and still be an effective unit. A Sorcerer of Slaanesh with the Lash is 125 points bare minimum. Comparatively speaking, a Daemon Prince with the same powers is all of 10 points more and has a much better statline and Eternal Warrior to boot. I know what I go for every time.
I've had some good times with a Slaanesh sorcerer with Warptime (or even with a familiar, Warptime and Lash - a bit expensive) accompanied by 7-8 Noisemarines with a Noise champ in a rhino. The ride and lads give him some durability, and he's a surprising beast in assault as he tends to go first against everything, and really lay on the power wounds with Warptime. He also still has the option to use a force weapon against the big stuff.
Winged Sorcerer of Slaanesh in a unit of Raptors. (Gasp! Raptors?!) Suddenly, that enemy half the board away finds himself uncomfortably close.