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Hey all, im just curious what people tend to equip their farseer with when joined to a seer council.
ive recently begun the process of converting them to jetbikes and im trying to come up with the optimal loadout to minimize the obscenely expensive squad known as the seer council.
my common loadout when the farseer is attached to normal groups is fortune and doom, but with witch blades doom is almost unneeded.
i was also curious how the jetbike council performs in general? i know alot of people use them and i will be using them for the first time next friday, they seem very high risk high reward, but thanks to fortune and other powers, the reward part will probably occur before the risk part.
thanks for any input!
Eldar: W-26, L-4, D-2, Tyranid: W-8, L-0, D-0
I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?
I almost always go fortune and doom for my farseer if I'm running a council. Fortune is a no brainer, doom is not for what the council is fighting it is for what the rest of the army is fighting. Alot of people run councils with destructor rerolling the wounds on those can be helpful also.
Mind War can be a useful power to pick out the most dangerous threats.
Personally I have a hard time with mind war. I hate having to risk perils for an ability which usually only has a 50/50 chance of going off, not to mention that it can grant cover saves
I don't use the jet council, i've proxied it a couple times and i think that its okay. If it had a few power weapons then you'd be talking, but its just a little too expensive for my tastes to amount to tar for higher save models. However, I usually run a 6 man council in a falcon (better resilience than using the models' save especially if there is any form of anti psych on the board.) I realize that the falcon costs nearly as much as the bikes for the squad, but the falcon keeps giving after its payload has been delivered. I kit the council with 3 shots of destructor and one shot of enhance, usually toss one spear in there just in case, (and cause the model looks cool,) but all the rest roll with the witchblade. I take my farseer with warding, doom, fortune and stones. If i have a hard time making the points work I'll drop a couple shots of destructor, and then the runes. Enhance is CRITICAL, the initiative bonus and WS bonus cannot be under estimated.
Awesome, I wanted to come on here and ask the exact same questions. I was in bed of yesterday and gave deep thoughts to the seer council.
One question I have is can the Autarch join it or not? Also, can an unmounted Seer Council be put into a Waveserpent?
As for powers, I didnt think about doom working with Destructor. That alone might make it worth it. However, Eldritch Storm and Mind War would both have their uses. Taking out the Power Fist equipped character in a squad would be very useful for the 3+ save unit as they wouldnt rely on their 4+ save. Eldtritch Storm has the potential for pinning a squad or even messing with some vehicles, allow for improved kills with Singing Spears. Doom as well for the reasons previously mentioned. The only one that doesnt have much use is Guide.
The ability to add an Autarch to the squad could really boost their actual killing power with either a Power Weapon or a Laser Lance. I would think attached to this squad, without the ability to Withdraw, the basic Power Weapon would be the best wargear. But can he join it?
Also, instead of mounting them on Jetbikes, can you throw them in a Serpent? That would cut down on a fully kitted out squad of 10 Warlocks with the Farseer as it would remove 200 points, minus the 150 or so for the Serpent.
Glad someone else started the thread. Love to see what others say.
Eldrich storm is not so hot imo. It takes a -1 to all damage rolls if it lucks out and gets a pen, not to mention that its only strength 3. Sure the vehicle scatter thing is nice, but i'd much rather just multicharge the vehicles with the council cause they hit th rear anyway.
In terms of anti inf, i'll take a shot or two of heavy flamer over stinky old eldritch storm any day. Besides that, i don't have to risk a perils roll with destructor, but i do with eldritch storm.
The only place i see eldritch storm working very well is if he has a lot of vehicles that are tightly clustered together, and you need to shoot their rear armor from far away. The chances of that happening while your seer is within 18" is pretty slim.
You can't buy a wave serpent for your council, but the falcon works just as well, imo. You can do the ole transport swap but i think its kinda lame.
Last edited by FartsMcGee; June 17th, 2009 at 20:18.
Dropping in an autarch with a lance is a very nice way to up the killing power of a bike council, on foot I just put in yriel. With enhance he has combat stats that compare with the PLs and he still gets to wound on +2, str 9 against AV and the eye. For even more extremes drop in eldrad and make it the super council in a serpent. Eldrad removes it's fleet but I've had it drop abbadon and a full termie unit a couple of times for me.
And yes you can get a waveserpent for warlock bodyguards.
My bad, you can buy a wave serpent for the warlock unit. apologies.
I know it was not outright stated in any previous posts even though it was hinted at.
An Autarch with enhance has stats that are more appealing than a number of the phoenix lords (though missing the nice eternal warrior)
An added powerweapon to a seer council would be a nice boost in offensive power (even if it is only wounding on 4/5) An Autarch with Mandiblasters and powersword costs 90 points and has his 3+ armor save atop his 4+inv. 6 attacks on the charge. Might be a wise investment in some situations
Try an autarch with jet bike, mandiblasters & laser lance riding with a jet council with enhance, and farseer with fortune. The unit is obscenely expensive, but very hard to eliminate, the autarch makes them effective against non-vehicle targets as well, they can pretty much ride through anything barring a large unit of termies (like 10).