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Well, I have recently been thinking of running a *seer council* which includes 6 warlocks and 2 farseers. The setup would be:
2 Singing Spears
The plan would be to sit in the centre of my lines, and support my army, then fight whatever comes close, as theyre not too shabby in combat.
However, the general purpose of this thread is any way you include Warlocks, and how successful they are. If the feedback I get isnt too good, I think I might just take Maugun Ra instead.
While I don't include them on a regular basis as my Warlocks tend to be busy defending guardians I have been know to run a Council of sorts.
Their not a tournement choice, it's a lot of points for a small unit, but they can provide a multi-purpose core with their witch weapons for tank busting and destructors for flaming hordes.
Sadly however for the 400pts it's gonna run you for yours you'd be much better off getting 1 Seer and 2 big squads of Aspect Warriors but they do make a wonderfully fluffy centre for an Ulthwe force.
I always field a seer council. I'm die-hard ulthwe, so I just think its fluffy.
As far as the value of warlocks, I find them very useful. In a council, the re-rollable invulnerable saves can be a real pain for your opponent. I had a seer council hold off a rampaging brood of genestealers for 11 assault phases (5 game turns) so I have much love for my council.
On a individual basis, warlocks tend to be a useful, but not always necessary, addition to guardian squads. I typically add one to my storm guardian and jetbike squads, because they signficantly augment those squads' abilities (in my opinion).
* "I'm Significant!" -screamed the dust speck
* "Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background."
W00T, one hundreth post!
well besides that, i think warlocks are great. here's a melee config that i was thinking of and throwing them in a falcon.
- spirit stones
- 2 destructor
with this config they'll have that wonderful rerollable 4+ invul, 2 heavy flamers before charging, embolden to keep them there (with the new rules for combat res, this will be much more helpful in 5th), and +1 to their I and WS.
also try this config.
- same as above
- 4 destructors
do i really need to explain?
Single shooting phase.
you are going to kill one units, unless it is monstrous creature, nurgle creature, character or terminators.
If you are playing against Orks, maybe then... otherwise I don't think they will be able to use this hot stuff.
Warlock units I use tend to be a pair of farseers with four supporting warlocks. The idea is to keep things relatively cheap. Each farsser only needs one power, them being guide and fortune. Doom is useless as you already wound on 2+ anyway. Mind war is only useful some of the time, and you do already have re-rolling invulnerable saves. I use one of every warlock power, and that's about it.
Outside of a seer council, I use them in conjunction with storm guardians. I either use enhance, and turn them into dark eldar warrior equivalents with more attacks, or I use them with a pair of flamers and destructor.
 Farseer w/ Runes of Warding, Spirit Stones, Fortune, Doom
 5 Warlocks w/ Singing Spear & 1 Embolden & 4 Destructor
Kinda Expensive, but the 4 Heavy Flamers, Rerolling Saves and ReRolling Wounds on the Enemy is very nice. If you upgrade a Warlock or two to a SpiritSeer as well, this makes a great Squad to keep a WraithLord next to just for fun .
Eldar (Solo) 9-1-2 ; (Team) 8-1-1
Tau (Solo) 2-3-3 ; (Team) 1-2-2
Codex - Harlequins v2.2.pdf - Currently PlayTesting.