How to deal with Chaos Sorc's Warp Rift
Re: How to deal with Chaos Sorc's Warp Rift
But shootas progress after their melee, if they don't, then devs are just gonna resetup in which shootas do literally nothing without double AWD. Scouts on the other hand are always behind tacs/devs/apo. I guess it does depend on positioning but at a high level you're not gonna get engagement that don't og out like this in 1v1, because in 1v1 at high level you simply wouldn't take such a fight, you can back away and move around. Can't quite do that in teams however, but you are justified in blobbing more in teams anway.
Yeah, well, I think both deff dreads and the shield on the mek are op. Point taken.
Yeah, well, I think both deff dreads and the shield on the mek are op. Point taken.
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- Ace of Swords

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Re: How to deal with Chaos Sorc's Warp Rift
Shootas can go first if they want, shutdown the deva with aiming wotz that and then the mek jumps in, you should know this.

Re: How to deal with Chaos Sorc's Warp Rift
Not like shootas do the highest ranged dps in T1 or can suppress squads on demand.That Torpid Gamer wrote:Well in that scenario you have the advantage of them not having their shootas there, but honestly shootas don't make too much of a difference I don't think, I mean you only have to delay the melee blob till your devs re-set up.
Ow wait...
Re: How to deal with Chaos Sorc's Warp Rift
The warp rift is a huge problem to deal with I find however i have a few tricks i use to help fight it.
Not getting devs against the sorc is obviously something u should consider since he has 2 war gears that are basicaly hard counters to a set up team however sometimes u do need a dev so what to do ?
1 thing is keep your dev WAY back like really far back , so far that it's arc is behind your army, when the CS comes in he will proble lead with ticks / himself to try to grab your dev however this leaves him open to fire , use this time to DPS him not the ticks. then he will get close enoughf to perhaps see the team but his wipe units and himself are right in the face of the S army witch can be kockbacked or disrupted in some way. Often u can actualy simply DPS down the sorc before he can get into range for the dev , the dev still protects against the ticks since u can micro back into the fireing arc.
The secound thing i do vs it is NOT alow my set up team to set up , yup u heard that right. hold shift like u are isuing a list of command waypoints and just make them run back and forth 2 feet apart. this will alow u to move instantly when he comes onto the field , forcing the sorce to chace after it or wasting his warp. Once u bait out the warp then u can set up your team.u will need to get dual shotgun scouts to give u the kockback till he sets up to control the ticks however i do this vs choas preety much all the time anyways so not that big a deal.
Both sound odd but they actualy work very well. The sorc player gets confused and overextends his commander looking for that dev whipe witch he will not get alowing u to at least drive him off. ususaly by the time he figures out what is happening it's t2 and less of a problem.
The warp rift is A PAIN IN THE FUCKING ASS to fight against however i can't see it changing anytime soon so u may as well beat your head against a wall fighting it till u figure out how to deal with it like i had to.
Troll faced basdard
Not getting devs against the sorc is obviously something u should consider since he has 2 war gears that are basicaly hard counters to a set up team however sometimes u do need a dev so what to do ?
1 thing is keep your dev WAY back like really far back , so far that it's arc is behind your army, when the CS comes in he will proble lead with ticks / himself to try to grab your dev however this leaves him open to fire , use this time to DPS him not the ticks. then he will get close enoughf to perhaps see the team but his wipe units and himself are right in the face of the S army witch can be kockbacked or disrupted in some way. Often u can actualy simply DPS down the sorc before he can get into range for the dev , the dev still protects against the ticks since u can micro back into the fireing arc.
The secound thing i do vs it is NOT alow my set up team to set up , yup u heard that right. hold shift like u are isuing a list of command waypoints and just make them run back and forth 2 feet apart. this will alow u to move instantly when he comes onto the field , forcing the sorce to chace after it or wasting his warp. Once u bait out the warp then u can set up your team.u will need to get dual shotgun scouts to give u the kockback till he sets up to control the ticks however i do this vs choas preety much all the time anyways so not that big a deal.
Both sound odd but they actualy work very well. The sorc player gets confused and overextends his commander looking for that dev whipe witch he will not get alowing u to at least drive him off. ususaly by the time he figures out what is happening it's t2 and less of a problem.
The warp rift is A PAIN IN THE FUCKING ASS to fight against however i can't see it changing anytime soon so u may as well beat your head against a wall fighting it till u figure out how to deal with it like i had to.
Troll faced basdard
Re: How to deal with Chaos Sorc's Warp Rift
I feel that this wargear is the most overpowered wargear among other T1 wargears of all commanders.
It costs 100 / 20. It declines your 250(225,240)/30 investments (all setup teams). And you have no counter measure. Hence it is broken.
I don't want this thing to be fixed. However some cost adjustments should happen. 100 / 30 will be a fair cost. At least you pay equal amount of power compared to things that get countered hard by this wargear.
P. S. SirSid gave good advices, I wanted to write them too, but that doesn't change anything since any sorcerer player can manage to suppress your setup team with havocs from inflitrated positions (insta suppression you know) and then use the ability
It costs 100 / 20. It declines your 250(225,240)/30 investments (all setup teams). And you have no counter measure. Hence it is broken.
I don't want this thing to be fixed. However some cost adjustments should happen. 100 / 30 will be a fair cost. At least you pay equal amount of power compared to things that get countered hard by this wargear.
P. S. SirSid gave good advices, I wanted to write them too, but that doesn't change anything since any sorcerer player can manage to suppress your setup team with havocs from inflitrated positions (insta suppression you know) and then use the ability
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Mastercrafted

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Re: How to deal with Chaos Sorc's Warp Rift
I haven't face this recently really, but I do remember how ridiculous the ability for the reason Riku stated, I am not sure if you are able to do this but try putting shotgun scouts next to devs so that when they get ported the scouts leave with them, you will still have to retreat probably but at least you can shotgun blast heretics to save your devs.
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[TLV]Soul_Drinkers

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Re: How to deal with Chaos Sorc's Warp Rift
honestly the key to beating a sorc is staying mobile is is an anti static hero with a teleport and a warp spell. how do we beat this? we go a hvy ass t1 with units that stay on the move and uve alrdy countered warp rift. to call an ability op when u fall into the trap of allowing him to use it by getting a set up team is preposterous. thats what the spell is made to do, just like warp throw is made to do what it is. somethings just cant be changed in the game since the designers decided to put them there in the first place. simple
In the Emperors name, Blind faith is all you require.
Re: How to deal with Chaos Sorc's Warp Rift
Sub_Zero wrote:It costs 100 / 20. It declines your 250(225,240)/30 investments (all setup teams). And you have no counter measure. Hence it is broken.
I don't want this thing to be fixed. However some cost adjustments should happen. 100 / 30 will be a fair cost. At least you pay equal amount of power compared to things that get countered hard by this wargear.
Dow2 is a game of counters. E.g. Lascannon dev counters dreadnought. Seriously I can't even believe you're using that reasoning.
Sigil is fine - it allows you to use creativity, which is something that scares most people as it presents them with situations they haven't seen before.
Re: How to deal with Chaos Sorc's Warp Rift
First of all: Warp rift isn't designed to delete squads that needs to set up.[TLV]Soul_Drinkers wrote:honestly the key to beating a sorc is staying mobile is is an anti static hero with a teleport and a warp spell. how do we beat this? we go a hvy ass t1 with units that stay on the move and uve alrdy countered warp rift. to call an ability op when u fall into the trap of allowing him to use it by getting a set up team is preposterous. thats what the spell is made to do, just like warp throw is made to do what it is. somethings just cant be changed in the game since the designers decided to put them there in the first place. simple
Second of all: Very flawed logic.
Just because there is a possibility that the Sorcerer will buy a certain wargear shouldn't mean that certain units aren't even an option to buy in the first place.
This is the exact same reason why the Autarch nades do less damage in Elite.
It used to basically shut down any attempt to even use garrisons or setup teams.
Not to mention easy wipes that are virtually impossible to stop.
Re: How to deal with Chaos Sorc's Warp Rift
'Kay, you go double ASM vs the warboss then.
As a result of the sorcerer being an anti-static hero he does of course have some superior and some inferior MUs, I kind of think sigil's justified in its amazingness since it's the sorc! Still, I do wish it would stop pulling set-up teams that are already trying to retreat, but that's another thing - why sometimes when you hit retreat does the retreat factor not kick in until the set-up team tears their weapons down? This doesn't just happen with sigil, but also storm eagles which is very annoying...
As a result of the sorcerer being an anti-static hero he does of course have some superior and some inferior MUs, I kind of think sigil's justified in its amazingness since it's the sorc! Still, I do wish it would stop pulling set-up teams that are already trying to retreat, but that's another thing - why sometimes when you hit retreat does the retreat factor not kick in until the set-up team tears their weapons down? This doesn't just happen with sigil, but also storm eagles which is very annoying...
Lets make Ordo Malleus great again!
- Ace of Swords

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Re: How to deal with Chaos Sorc's Warp Rift
That only happens if you are de-setupping the team, if you just hit X before doing anything they will just retreat and then de-setup all while still retreating.
Still a bug though, but that's the solution to kind of avoid it.
Still a bug though, but that's the solution to kind of avoid it.

Re: How to deal with Chaos Sorc's Warp Rift
'Kay, you go double ASM vs the warboss then.
And so what? With double ASM I will disrupt his fat ass and apo/FC will help greatly to bring him down. There is no such thing in WB's arsenal that can own assault marines as badly as sorcerer can own setup teams.
Dow2 is a game of counters. E.g. Lascannon dev counters dreadnought.
Thanks, for letting me know an obvious fact. First of all devastators don't counter a dread on their own. And let me show what game can be considered as a game of counters.
450 / 50 assault marines hard counter 250 / 30 devastators. I buy another squad and now I am in a better spot. I can damage ASM as much as possible before their jump. They will have to search for my second devastators that cover my first devastators. They will jump on it. But my first devastators will stop their army's approach. Assault marines will have to tie them up to. While they are trying to fight 2 setup teams they will take a lot of damage and if I will manage to disrupt them with shotgun scouts then it is even better. What about investments? 450 / 50 (assault marines) vs 575 / 75 (2x devastators, shotgun scouts). Seem fair enough in terms of spent resources, isn't it? However he can go for sniper scouts to bleed my devastators from distance. I will try to prevent snipers from firing. And there are tons of way to do it. That is the game of counters.
What do we have when the wargear comes into play? 100 / 20 investment owns 250 / 30 investment and you have no counter to prevent it. SM don't rely on heavy weapon teams as heavily as Eldar for example. So not going for devastators is not a big deal for them. But what Eldar can do when their KEY unit gets countered super hard? Get another weapon team? Oh, fuck, go ahead do it. You will have raptors in your face and other counters. 480 / 60 wasted just like that. Are you calling that balance? You got double standarts? Sorcerer can screw up your setup team play by paying 100 / 20 and you have nothing to do with it. But that is not fucking fair if LG's armor would cost 100 / 20 and you HAVE something to counter it. Is that your logic? Keep strongly disagreeing...
Re: How to deal with Chaos Sorc's Warp Rift
You can't compare those 2 wargears at all.Sub_Zero wrote:You got double standarts? Sorcerer can screw up your setup team play by paying 100 / 20 and you have nothing to do with it. But that is not fucking fair if LG's armor would cost 100 / 20 and you HAVE something to counter it. Is that your logic? Keep strongly disagreeing...
If the Warboss goes triple upgraded shootas and a loota, yeah I will. No reason not to then. Just the same as when a Sorcerer goes triple tics, you want a suppression team. A Warboss can't instantly delete an asm squad the same way a Sorcerer can delete a suppression team without you being able to counter it. Except pressing retreat the moment he uses the ability. Which is just not enough time.That Torpid Gamer wrote:'Kay, you go double ASM vs the warboss then.
Last edited by Dark Riku on Mon 27 Jan, 2014 10:15 pm, edited 5 times in total.
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Maestro Cretella

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Re: How to deal with Chaos Sorc's Warp Rift
As long as it's made so that it doesn't work at all on retreat, it would be fine since it could always be beaten by good reaction time.
In 1v1 this wargear really isn't that big of a deal, since the idea of not getting a setup team is not only a viable strategy, but many heroes actually have the advantage over the Sorc when they make that choice.
3v3 is a different case, since the wargear can make it difficult to deal with the other matchups you have to face.
In 1v1 this wargear really isn't that big of a deal, since the idea of not getting a setup team is not only a viable strategy, but many heroes actually have the advantage over the Sorc when they make that choice.
3v3 is a different case, since the wargear can make it difficult to deal with the other matchups you have to face.
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