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Worth a look. Might even try it.
I'm on the fence. Convince me.
Waste of my time.
Moving away from conventional builds, lets take a look at something.
And a full squad of shining spears
5 x shining spears
Movement - 12"
Shooting - 1x 12" @ S9 + 5 x 6" @ S6 + 1 x 6" @ S4 + 12 x 12" @ S4 (all with rerolls)
Total: 19 shots (excl rerolls)
Assault - 3 x SX (farseer) + 11 x S6 power weapon hits (all rerolls)
Total: 3 hits non-powerweapon, 11 hits w/ power weapon (excl rerolls)
Pros: large number of power weapon attacks including rerolls, large number of shooting attacks including rerolls. High mobility. All units have a 3+ armour save, 4+ invl for Farseer remains. Reroll armour saves, reroll invl saves. Possible to take shuriken cannon on exarch. Benefits from increased toughness due to jetbikes.
Cons: High cost. Low model count. High priority target. Questionable effectiveness against vehicles.
Hit and Run tactics will leave you exposed in this case, and (quite often) within charge range. Also it's worth noting that the Spears are only good if they're the ones charging.
You would actually be alright against armour, since all the Spears' weapons have the Lance rule. Not ideal I admit, but they can hold their own. You could also upgrade the exarch to carry a Starlance for increased strength.
True, but I'll have MEQ defensive stats and rerolls on my saves. With an average wounding capacity of 19 in one turn, 9 of which will be power weapons, assuming I don't bite off more than I can chew (and by this I mean engage a unit that will survive by 1 or 2 wounds) I can really give it to him. During his turn, I strike first again, probably finishing him off, H&R disengage and prepare for a new charge next turn.
How are you getting 19 shots? the farseer can use his pistol or the bikes catapults. The shining spears get either the lance shots or the shots from the bike. They don't have any special rules letting them fire everything so best is 12 shots with rerolls ( which they already get from twin link ) all at str 4, or 2 at str 4 and 5 at str 6 with a reroll if you guide. How did you get a str 9 shot? I'm guessing you put in a singing spear for the farseer but it isn't listed and it is only str 9 against vehicles and once again the farseer could use the spear or the catapults not both.
Next guide only allows rerolls in shooting not assault so no rerolls for your assault attacks. I would have to check again but I believe the farseer would not get the hit & run meaning if he is in the squad you can't hit & run out. you could keep him out of assaults but that leaves him alone for the enemy to shoot and you would have to decide if you want to fortune the spears or the farseer.
If you want spears to be better against vehicles grab the starlance for the exarch, str 8 with the lance rule and hits the back armor in assault. There isn't much that can stand up to that kind of power for long. Also for the same price you could have around 4 warlocks on jetbikes. Not as powerful on the charge because they don't have powerweapons but they will hold up better against powerweapons in return and will do better against AV.
its a much better idea to put him with some warlocks
I've thought of this combo too, but I discarded the idea. It's biggest weakness is the lack of invulnerable saves. Fortune will keep a seer council up and running for a long time, but get your shining spears blasted at with AP2 or AP3 weaponry and there's no save to re-roll. You can turbo-boost, but you're dead the turn after you assaulted. And the unit is just a little too expensive for that...
Bringing down 5 MEQ's with pure weight of fire isn't all that difficult, and I don't think you can turboboost after performing a psychic power, which opens them up to AP3 attacks with no save if they're fortuned.
I would be looking to use this combo for attacking large units with low initiative. Run in, smash some stuff, force leadership. Fortune the squad, detach commander, hit & run the exarch, charge something else.
This idea exists purely for variety. Guide is purely for allowing more hits to land.
"While a character is part of a unit"
Exarch power withdraw is stated as affecting his unit.
Therefore an independant character joining a squad with an exarch becomes part of that squad and thus subject to the ability.
As for it not working on specific models, that's the Striking Scorpion rule which quite explicitly states that it will not work on an Autarch.
Theoretically based on wording alone, you could get an infiltrating Karandas/Eldrad combo, provided you had two Scorpion squads with the exarch and relevant powers.
The problem is that on page 74 of the Rule Book, Hit and Run as an asterisk next to it which when you read the explanation for said asterisk reveals that if a IC joins a unit which doesn't also have that rule, the rule is lost. It also goes on to say that the opposite is true.