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I don't know what to think of using a Seer Council. They seem like a tremendous point sink for a lsim number of next-to-unkillable units with few attacks which still grant armor saves. Maybe I'm just thinking about using the unit incorrectly, but I don't really see what a unit of warlocks is best at going up against.
A Farseer lead council with Fortune, and especially one mounted on jetbikes, is a next to unkillable unit. Probability puts them at having saves that exceed terminators (rerollable 4+ invulns with fortune, 3+ armor with jetbikes.) Witchblades are essentially guaranteed to wound a Doom'd unit. Enhance means striking first against the vast majority of armies and generally hitting on 3+.
But they are expensive as a muther****er, both by points and by dollars if I was to convert a Jetbike Seer Council. And there is not a single power weapon among them. Mind War is one option for a Farseer, but that's yet another point sink into such a unit. In a casual game I had a four warlock + Farseer jetbike council get tied up fighting a single Obliterator for four consecutive turns. He would save every Witchblade wound, then I would save ever one of his.
Is a decked out Seer Council worth the points in anything smaller than an Apoc game?
Your thoughts on the matter?
Nigh unkillable unit that has too many tasty targets for the enemy to pass up... nah never use that. In all seriousness though you could take a severe amount of punishment and come out perfectly fine. On the flip side you could also dish out a lot of destructor damage and have almost guaranteed wounds in combat, whether the enemy gets armor saves or not isn't really the issue. If the lack of power weapon really bothers you, you can always stick an autarch in with the squad and give him either a lance or a power weapon. He can get 6 attacks on the charge and dish out pain while the others soak up the damage and force armor saves up the wazoo!
Never apologise for asking questions young seers, through asking
questions we find answers, and through those answers we gain
knowledge of ourselves and the universe around us
Meet My Autarch
thats a good idear, puttin an autarch in with a jetbike seer council. however, there goes your two hq choices in the same unit. but, what could be a better use for expensive units than hunting your opponents expensive "un-killable" units. i agree with dekendo, destructor could wipe up a nice tasty amount of points.
War is my master; Death my mistress.
I find myself using jetbike councils in one of two forms one is the massive 10 warlock farseer, autarch. its a crazy point sink but it can and generally will walk through the majority of an enemy army. On the flip side I will sometimes run a small council with a fortune/doom seer and 4-5 warlocks give several destructor and use them as my reaction team. Not many things like getting hit by doom then flamers. What ever is left can be overrun or tied up until a melee specialist unit can get there.
The council in a waveserpent can be a decent compromise between cost and power/speed it will still kill alot and tie up any unit in the game. The 4 or 5 man flamer squad in the falcon also is a good use of warlocks.
If you want to run a council for mass killing it needs to be a big as you can get it to force as many saves as possible. It wins by getting a few kills and not dieing forcing morale checks with negatives.
With the overall cost of councils I do feel that they should be used mainly in larger games. I rarely bring out any council ( footslogging transported jetbike ) unless its 1500 or more points.