I promised a smaller post today, and
hopefully that's going to be the case. I'm probably going to be
talking about the psychic powers more though, so let's delve right
into it.
The Sorcerer is the single cheapest HQ
that Chaos Space Marines have access to, so if you're just wanting to
take the minimum, he's your man. He can then take Terminator armour
at 15pts less than how much a Chaos Lord has to pay for it, probably
because you don't have to include the Power Weapon, as he just keeps
his Force Weapon. He can also take all of the wargear that a Lord can
take as well, but I probably wouldn't equip him with any of this as
it's generally not going to be used with a Sorcerer, for example, why
would I pay 15pts for a Power Weapon when I already have a Force
Weapon? Or any of the other close combat weapons aren't that much of
an improvement for a Sorcerer considering that you might not be able
to get maximum use out of them with him and you're already replacing
a Force Weapon.
So, psychic powers. You can only take
Marks of Nurgle, Tzeentch and Slaanesh on Sorcerers, because Khorne
hates psykers, and that's why he doesn't have a psychic discipline.
Tzeentchs powers aren't bad. The
Primaris Power is quite nice, it has got a medium range and is a
strength of D6 +1, so quite random, and for every model removed due
to this you inflict you get more hits, it's also a blast weapon. So a
strong power, you can then get Boon of Mutation which is very
different to its previous incarnation, instead of turning one of your
opponents models into a Spawn, you give one of your Characters a free
roll on the Boons table. Quite nice.
Doombolt is in there too, effectively
Bolt of Tzeentch, except vehicles that you blow up do so twice as
far. And then there's the infamous Breath of Chaos. I don't really
think that I need to explain what that does. Essentially, Tzeentch
seems to specialise in psychic shooting attacks with a buff power
thrown in.
With Nurgle, you get another D6 +1
psychic power, but this time it is for the nummber of shots, being an
AP5 poisened weapon. However, I'm not really a fan of it due to its
pistol range. Nurgle does seem to specialise in Maledictions, the
first power making an opposing units weapons get hot, and with a 24”
range that's quite nice. Not game changing but nice.
The second psychic power is a
Malediction with a random effect. It comes with an excellent range
and could have some excellent effects. The first effect isn't great,
reducing enemy attacks but giving them shrouding. The second one is
much better, reducing strength and stopping units from running, the
third one is essentially enfeeble, which is really nice.
The final power isn't great again, it's
a psychic shooting attack with a 12” range, except instead of the
random number of shots you get a large blast, but the real kicker is
that it's AP2, which is really useful.
The Primaris power for Slaanesh is
pretty good. 4 shots, 4 strength and AP4, it has got a range 4x as
long as the Nurgle power as well. It also comes with a lot of special
effects such as pinning, concussive and more.
The first power is then a buff, which
will randomly give a unit a +1 buff to one of their stats, all of
which are useful in combat, essentially making a single unit more
effective in close combat, although it only has a 12” range meaning
that you'll have to get your Sorcerer close to the action.
Symphony of pain is the second power,
this time a malediction, it has a medium range and reduces the
ability of an opposing unit to hit, in combat or at range, it also
makes them more succeptible to sonic weaponary. The final power is
quite simple, 24” range, each model hits itself in the face in that
unit, with no AP.
You can then upgrade your psychic
mastery level up to 3, 25pts per mastery level which is nice. But
which psychic discipline is the best? Assuming psychic mastery level
1, I'd probably say Slaanesh, but once you start upgrading your
mastery level I'd move to Tzeentch, as all of the powers perform a
simple task whilst the Slaanesh ones are all completely different in
application.
So there we go, a quicker breakdown
this time. I'm not really going to comment on how good this unit
actually is specifically as I don't have enough information to look
at units in the context of the rest of the army and see how it works
synergistically. However, I do have plans to come back to each Force
Org slot in turn and look at the whole thing rather than unit-by-unit
breakdowns once I have some more information and can look at units as
part of the whole Codex. Ah, much better this time, just over 850
words.
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