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 Sorcerer Powers

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Affliction
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Affliction


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PostSubject: Sorcerer Powers   Sorcerer Powers EmptyFri Dec 12, 2008 4:53 pm

What do you think is most useful:

Current setup: Sorcerer of Tzeentch (Force Weapon, Bolt Pistol, Warptime)
With this set up I get 3 attacks in CC. If I use Warptime I can re-roll: to-hit and to-wound, but cant use the Force Weapon ability. My theory... if used against standard troops use Warptime maximizing kills, against multi-wound creatures just use Force Weapon ability in hopes to get just one wound.

Optional Setup: Sorcerer of Tzeentch (Force Weapon, Bolt Pistol, Doombolt)
Ok still have the 3 CC attacks but now with no re-rolls, gains a 18" AP3 Assault 3 shot and save 15 points (bolt pistol is 12" AP3, so a net gain of 6" and 2 extra shots). I have two of these squads so a net savings of 30 points to add a Terminator to the Elites.

I think I am leaning towards the latter, just because Thousand Sons are primarily a shooty unit and dont get into H-t-H much.

Any comments or opinions would be appreciated.
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Mendin
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptyFri Dec 12, 2008 7:26 pm

Chad wrote:
What do you think is most useful:

Current setup: Sorcerer of Tzeentch (Force Weapon, Bolt Pistol, Warptime)
With this set up I get 3 attacks in CC. If I use Warptime I can re-roll: to-hit and to-wound, but cant use the Force Weapon ability. My theory... if used against standard troops use Warptime maximizing kills, against multi-wound creatures just use Force Weapon ability in hopes to get just one wound.

A Sorceror with the Mark of Tzeentch can use two powers a turn, so... This. Highly accurate power weapon attacks PLUS the chance of an instakill each turn?

Plus, as you said, the 1kSons arent a hand-to-hand unit, so the Sorceror can provide additional close-combat protection.
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Affliction
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptyFri Dec 12, 2008 11:05 pm

Looked all through the Chaos codex and didn't see where Psykers with the mark of Tzeetch can use two powers. There are a few cases where they are allowed to choose two spells, but no where does it allow them to use two a turn.

If I am wrong and missed something please let me know page # and will give a look, because if that is the case strategies could change a bit.
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altahara
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptySat Dec 13, 2008 7:47 am

pg 88.
Psychic powers: wargear.
Top of the page under psychic powers:
"a psyker may attempt to use one psychic power per turn. the only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn (but not two powers that both count as firing a weapon, as models can only fire one weapon per shooting phase)"


also remember that the force weapon counts as a psychic power so uses up one of your two psychic powers/player turn. SO you may cast warptime/gifts of chaos/whatever and also use the foirce weapon to use instant death only once. then on his player turn IF you are still in combat you may use the force weapon TWICE,I/E in a combat w/oblits 2W each etc.. you cause 2 W one on each oblit make a test for each etc etc etc...


I personally like gifts.. for that one time chance to spawnify the enemy 200+ commander.. MWUHAHAHAHAHA

hope ihelped
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Affliction
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptySat Dec 13, 2008 8:35 am

Yeah thanks for that. I totally blew buy that paragraph for some reason. I am going to play test it a bit both ways. I squeaked out 2 more termies and a few weapons to boot with the change. I posted both lists in the army section. After a play a game or two will update on results.
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LupusGhost
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptySat Dec 13, 2008 4:34 pm

in regards to using the force weapon twice...i thought you could only use each psychic power once each turn...or am i wrong?
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Affliction
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptySat Dec 13, 2008 5:08 pm

The only restrictions I have found are ones that you use during shooting phase, those may only be used once.
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LupusGhost
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptySat Dec 13, 2008 5:44 pm

I guess I'm thinking farseers with spiritstones...cant use same power twice Crying or Very sad
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cowbomber
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PostSubject: Re: Sorcerer Powers   Sorcerer Powers EmptyWed Dec 24, 2008 11:22 am

I would have to go with the first one as it is good vs everything but vehicles
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