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The title says it all. He'd be quite an iconic leader for a raider based army, just don't know where to stick him
I've seen him work as a good melee deterant in wraithguard units ( who wants to charge a guy that fast with a power weapon that wounds on 2+ ). He is a monster when hiding out in a council adding his powerweapon to their survival to leverage combat rez in your favor as much as possible. Even had some fun times having him in a wave serpent with a storm guardians. Generally he would break off and cause havok on his own, of course he can do that in any of the examples above. Doom and his eye can make for a dead squad of most anything and he is no slouch in melee instant death is about the only thing to worry him and that scares most of our good HQ choices.
Yriel with Banshees is a pure Nightmare, but I find he can work well with any melee unit.
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Ditto on the storm guardians (if you have them/ your opponent lets you proxy normal guardians). Add a cheap doomseer and you now have a squad that can take out most MEQ's in a round. Granted, your guardians will die of you use your eye, so mind where you aim that thing!
Put him with the Harlies then he gets Veil of Tears bonus !!! the veil of tears is god nothing better than saying oh you cant shoot that the opponent then selecting antoher unit to shoot only for you to explain that counts as that untits shooting for that round.
you cannot shoot my harliquins because beneath their mask is an idea and ideas are bulletproof
funniest (and very expensive) is in a eldrad seer council (even is debatable if is legal in a seer council). 600 points of doom and darkness
Hight elf and Craftworld Eldar army project pics heavy: linky
The super council is the beat stick that I hold over my friends heads when they get uppity and start thinking eldar are weak. It can go toe to toe with the best units in the game and come out on top. Extremely expensive but it can turn games all by itself.
I have Yriel running with the Seer Council in my army aboard a Star-engined Wave Serpent. Eldrad, Yriel and 6 Warlocks (1 Embolden). This way in an assault I have 5 WS7 I7 2+ wound no-armor save hits, 2 WS6 I6 2+ wound no-armor save hits, and 18 WS5 I5 2+ wound hits. This essentially annihilates almost anything it touches, especially if you spread out the council during movement to assault more than one unit/vehicle. the possible 7 "power-weapon" 2+ wound hits can not be ignored, especially when you will get on average 4 of those to land which is the same number has having a squad of 6 banshees against normal space marines (not to mention the average 11 wounds from the 6 warlocks). Plus having Yriel fortuned along with your warlocks and Eldrad/Farseer is amazing. Twin-linked 4+ invulerable saves will drive any opponent up the wall when trying to kill that unit. If you are able to levy Doom on a unit of Chaos Space Marines or Terminators you can assuredly remove them from play in CC (I would personally shoot them to death but that's just me). The Yriel/Eldrad(or Farseer)/Warlock Seer Council aboard a Wave Serpent with Star Engines is your Eldar Alpha Strike from hell. 36" move (don't forget you can fortune while in the transport at the beginning of the turn and move 24" flat out then an additional 12" during shooting phase due to Star Engines in lieu of shooting) combined with the 4+ cover save for moving flat out is a killer in-your-face strategy. I've been tempted to put a large squad of Scorpions, Fire Dragons or even Howling Banshees in an additional Star Engined Wave Serpent to run alongside the Seer Council just to add support but I find that they rarely need the help. If you are going for a "fluffy" army then you would field Yriel in a Falcon or Gun-ship moded Wave Serpent along with a squad of Dire Avengers or even Wraithguard. They sadly do not really have the "Eldritch Raider" type ships for normal Eldar that would serve as his proper transport (oddly Dark Eldar do....interesting...). I chose Dire Avengers as one of the two choices because they are both WS4 and BS4 and really fill the nitch of a close combat and shooty selection (which as a corsair you would want to be imho). Overall, Seer Council really is the best group to field him with (and you can always split off from them once disembarked).
Yikes, what happens if you don't get first turn and the serpent gets shot down right away... there goes half of your army pretty much...I have Yriel running with the Seer Council in my army aboard a Star-engined Wave Serpent. Eldrad, Yriel and 6 Warlocks (1 Embolden).
Army: W/L/D -- Eldar 6/2/2; Orks 1/3/0; BA 1/1/0
The Tale of Two Gamers
I've had it happen before but it doesn't mean the Seer Council is useless. It just means you can move them up via footslogging and possibly boost some units closer to your table edge. They still have Fortune which means their armor is twin-linked =) and that will draw a lot of fire to them which still allows your other units to act without being blown to bits. Deployment is the key to surviving round 1 for Transports.