Farseer Equipment and Powers - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 8 of 8
  1. #1
    One Awesome Dude hotspike18's Avatar
    Join Date
    Apr 2005
    Location
    United States
    Age
    27
    Posts
    1,902
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputation
    283 (x6)

    Farseer Equipment and Powers

    Hey guys!

    I've been doing some Eldar play-testing lately, mostly at 1,000 points - been playing a fun mechanized list (I don't like bikers and infantry gets rocked in 5th Edition) and I've probably about to bump my proxy army up to 1500 points or more, so I was wondering, what kind of equipment and loadouts do you give your Farseers and Warlocks for these point levels?

    Here's what my army looks like so far, I modeled it after one I saw in the Eldar Mech Tactica (kudos, btw)

    Farseer - Doom (rides with Banshees)

    Howling Banshees (x9 ) - Exarch w/Executioner
    Wave Serpent Transport - Shuriken Cannon

    Dire Avengers (x10 ) - Exarch w/Bladestorm
    Wave Serpant Transport - Brightlance

    Rangers (x7 )

    Fire Prism (x2 )

    999 Points (IIRC)

    My natural instinct is to want Runes of Warding and Spiritstones - I HATE Space Wolf psykers and adore any chance I have to deny them broken psyker nonsense, and two powers would be great for my Banshees as after I charge they inevitably stand alone on the open field and I could use the re-roll'd armor saves to protect them. But, is that normal? Too many points on one guy? Anyone ever take Runes of Witnessing, after all Perils does cause Instant Death unfortunately. And what units do you usually allow to escort your psykers? Who benefits the most?

    Looking forward to hearing from you all!

    "If you can wait til I get home, then I swear we can make this last."

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Ooglatjama's Avatar
    Join Date
    Mar 2009
    Posts
    475
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    35 (x1)

    Quote Originally Posted by hotspike18 View Post
    Hey guys!

    I've been doing some Eldar play-testing lately, mostly at 1,000 points - been playing a fun mechanized list (I don't like bikers and infantry gets rocked in 5th Edition) and I've probably about to bump my proxy army up to 1500 points or more, so I was wondering, what kind of equipment and loadouts do you give your Farseers and Warlocks for these point levels?

    Here's what my army looks like so far, I modeled it after one I saw in the Eldar Mech Tactica (kudos, btw)

    Farseer - Doom (rides with Banshees)

    Howling Banshees (x9 ) - Exarch w/Executioner
    Wave Serpent Transport - Shuriken Cannon

    Dire Avengers (x10 ) - Exarch w/Bladestorm
    Wave Serpant Transport - Brightlance

    Rangers (x7 )

    Fire Prism (x2 )

    999 Points (IIRC)

    My natural instinct is to want Runes of Warding and Spiritstones - I HATE Space Wolf psykers and adore any chance I have to deny them broken psyker nonsense, and two powers would be great for my Banshees as after I charge they inevitably stand alone on the open field and I could use the re-roll'd armor saves to protect them. But, is that normal? Too many points on one guy? Anyone ever take Runes of Witnessing, after all Perils does cause Instant Death unfortunately. And what units do you usually allow to escort your psykers? Who benefits the most?

    Looking forward to hearing from you all!

    Perils causes an automatic wound with inv save (reroll on successful saves)

  4. #3
    One Awesome Dude hotspike18's Avatar
    Join Date
    Apr 2005
    Location
    United States
    Age
    27
    Posts
    1,902
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputation
    283 (x6)

    Oh right, sorry, I was thinking old school where it was Strength 6 and terribad for Eldar HQ's. (Can you tell it's been a long time since I've used psykers? Used to play Thousand Sons!!!) Anyway, would love to get some advice on this thread, thanks for the post Ooglatjama.
    "If you can wait til I get home, then I swear we can make this last."

  5. #4
    Senior Member
    Join Date
    Jul 2009
    Posts
    392
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    30 (x1)

    RoWa is a nice and fairly cheap upgrade and is more useful now than ever before, so that's a given unless you are playing a friendly game with someone you know never brings psykers.

    Other than that I prefer two weaker psykers to one with dual skills, it allows me to move them to where they are needed most without having to pair up other units that might need to split up for massive damage.

    I rarely use RoWi because I have had a lot of bad luck with them, I seem inclined to roll double 1's a lot when I have three dice. If you have a seer council with your Farseer I think giving a Warlock Embolden is a better choice, I'd rather reroll the dice than remove the highest one. Or you can use an Emblock and RoWi together, but that's overkill in my eyes. So, in short, I avoid RoWi because of the increased chance of perils, but it does almost guarantee that your power will go off.

    Doom is the best power if you are playing with Howling Banshees and Dire Avengers. Fortune becomes more interesting when playing with resilient units, like Striking Scorpions, Avatar, Wraithguard and whatnot, but is a decent choice no matter what list you are playing. The other powers are usually never worth the effort to cast, and have the added downside effect of requiring you to be outside of a transport for use. Although I had a lot of fun with two Mind War Farseers against my orky opponent, I laughed so hard when his painboy and warboss died in one turn letting my Warp Spiders tear up his Nobz real good. This is not the norm however, I find that Mind War very rarely does any good at all, the same goes for Eldritch Storm.

  6. #5
    LO Zealot cKerensky's Avatar
    Join Date
    May 2009
    Age
    31
    Posts
    1,677
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    146 (x5)

    I've only ever really had mind war work once: Removing all of a Carnifexs (old carnifex), wounds in a single shot.

  7. #6
    One Awesome Dude hotspike18's Avatar
    Join Date
    Apr 2005
    Location
    United States
    Age
    27
    Posts
    1,902
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputation
    283 (x6)

    Is Guide not used too often? I can see why Doom would be preferable, as it affects all units, not just one. What about when the power says "with a model within 6"" - does this mean you must be outside the transport to cast them? (Since a unit inside wouldn't have a model on the table?)

    So, you're allowed to use Embolden on psychic powers? That's handy indeed. Never thought of that.
    "If you can wait til I get home, then I swear we can make this last."

  8. #7
    Senior Member Sancraer's Avatar
    Join Date
    Nov 2009
    Posts
    658
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    81 (x2)

    Guide is measured from the vehicles hull as it is nota psychic shooting attack.

    Doom/Forunte/Guide are the best three, but guide has to be for a specific purpose.
    The others are a bit worthless unless you run Eldrad and get them automatically (my friend mind warred two lightning claw termies just as the squad was about to charge him, and fortuned himself, meaning that he eventually won the combat!!! but that was a one-off.

  9. #8
    Senior Member
    Join Date
    Jul 2009
    Posts
    392
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    30 (x1)

    Heh, forgot about Guide. =) It isn't used very often no, but it like Doom and Fortune can be cast from within a vehicle making it viable in mech lists. On the other hand the best unit to use it on is a unit of War Walkers with Scatter Lasers, which isn't very mech. And like Sancaer said, non-shooting psychic powers are measured from the hull of the vehicle while the caster is embarked.

    Sancaer - Did he cast Mind War twice with the same model in the same turn (I.E. with Eldrad)? Because even Eldrad can only cast Mind War once during a turn, yes his staff lets him cast the same power twice, but because it's a shooting attack he can only use it once, since he can only fire one weapon per turn as basic infantry. The same principle can be applied to regular Farseers aswell, they cannot cast Mind War and Eldritch Storm in the same turn even with Spirit Stones, since both attacks are psychic shooting attacks, and only one of those may be used per turn.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts