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last night i was in a 1000 point game where i was debating back and forth all week on if i should bring the seer council with eldrad, or use the points elsewhere because lets face it, its an expensive retinue. if they pop thats alot of wasted points.
but i did bring them, and boy did they prove their worth.
i brought 2 destructors, 1 embolden, 1 enhance, 1 conceal warlocks along with eldrad.
they lead the charge in my army, first tearing a sisters repentia to shreds, then an inquisitor, then an exorcist tank, then a sisters of battle troop squad, then a canoness.
by themself. thats my enemies entire army minus 5 seraphim's who were on the other side of the table.
my total losses: 2 warlocks
worth bringing to the table? absolutely.
DOn't count them as as amazing on a one bttle basis. Sure they come up trumps against that set up, clearly. But what about against another eldar army that targeted them with a focused fire prism shot from 2 prisms? Or something of the sort. All of a sudden your seer council becomes a seer and one or two warlocks.
Why would you link a focused shot against a seer council? I mean I could maybe see a focused shot if they were packed together and you were trying to get lucky with an insta kill on Eldrad.
But generally just cover the bunch with unlinked dispersed shots.
Actaully one thing I should make sure of. You know if 5th edition you can't use the movement you have after winning a close combat to engage a new unit. If you win on the charge it means you're just standing there to take a bunch of rapid fire on your next turn.
If you were playing that rule right and you weren't a lucksack than you simply outplayed your opponent, so boo to them or yay to you. In such a match up what generally should happen involves lots of rapid fire on your squad and a few flamer templates.
For easy rule-of-thumb reckoning the odds of losing a fortuned warlock to str4 non AP1,2,3 weaponry (like bolters and shuri cats) are the same as for MEQs. Which is to say tough but you'll lose them at a steady pace if you're getting shot up.
Only losing one or two warlocks either means you didn't take serious rapid fire or you got lucky.
his sisters of battle were being used poorly. he was using them as a barricade to keep his tank alive, rather than moving them around. i pretty much was taking stuff out without retribution.
Personally I think the Council is a great tool, Heavy Flamers/Witchblades on Eldar Jetbikes is pretty win.
The Seer Council works best in really big games of 2000+ points where the cost doesn't matter quite so much and the points can be played around with more freely. In Apocalypse games there is of course the battle formation for the Ulthwe Seer Council to add further to their effectiveness but in smaller games they take up points that could be spent on more Dire Avengers or Elites - if the Seer Council dies, that's about a third of your army points cost dead. It doesn't usually pay to rely on small units because you're screwed if they die.
Fortuned Seer Council is good, but I agree with that they should only be taken around 2000+ armies. They attract lots of fire power, but being Fortuned just makes your enemies facepalm. They are cost effective if used well, just be sure not to invest too many points into them or else they lose the cost effectiveness and also remember to use them against a unit you know they can take down effectively. You don't want them being tied in battle with something like Scarab Swarms which happened with me the other day. Then they lost lots of cost effectiveness because Witchblades mean nothing to them! So yeah, use wisely.
I'm usually a fan,. but lately I've had a few disasters. E.g. in the last game I ran a council, I took a Fortune Seer, Embolden and Enhancement plus 4 vanilla locks, all with spears, as an anti-tank unit. Once the amries were on the baord, I went to knock out my opponents troop choices since they were pretty vulnerable, and the council ended up near a 5 man guardian jetbike squad. 7 Singing spears later, no kills, so I charged them.. 14 Singing Spear sings later 5 wounds.. 5 saves. Took one wound in return, failed boththe saves, flunked leadership twice and ran off the baord. 440 odd points gone to 5 Guardians.
When they work they're awesome, but they're also a risk if the dice gods turn against you. I now shy away from fielding one simply because it's a big investment of points which can all be lost in one go. I've shifted towards building lists with smaller concentrations of points, so any time the dice fail my losses are minimal.
Hight elf and Craftworld Eldar army project pics heavy: linky