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I was wondering about squads of warlocks wielding these weapons known as witch blades. They easily wound anything easily regardless of the values of the toughness (such as 10) and do somewhat damage against vehicles. I was wondering if they are ideal for hunting down and hold the monstrous creatures or what their effective is, especially when they're on Wave Serpent or jetbikes.
P.S. Do warlocks confer armor saves as guardian jetbikes do?
P.S.S. Are Wraithguards better choice?
warlocks are great at killing high toughness creatures and yes being on a jetbike gives them a save, also wraithguard are good but not as multi functional like the council.
hope my advice helps and good luck!!!
They're so so. It depends how many you have and they must have Enhance. You're dishing out 3 attacks on the charge I believe but they get a normal save often a 3+. I'd say they're decent if the monsters down to 2-3 wounds but otherwise might lose several of their number. If they're Fortuned they'll win but being bogged down might let them get counter-assaulted.
They have relatively good toughness, thanks to the jetbike +1T and a 3+/4++ save, hopefully with a farseer helping to fortune them and doom their targets, and while they don't ignore armour saves or have a huge volume of attacks, they can hit reasonable hard and are ideal for taking out monstrous creatures who can't in some way ignore all their saves.
Also worth noting is that only singing spears are effective against vehicles, not witch blades, which is a tradeoff of one static attack in combat, for throwing the spear and some very nice anti vehicle effectiveness.
Alot of people actually use them as tarpits as they can last a good long while if your getting fortune off, and they generally draw alot of attention from your opponent particularly when they refuse to die, or are taking out vehicles, 2-3 units in combat with them may eventually win, but it gives you the opportunity to either join the combat with other more deadly units, or even take out other isolated parts of your opponents army, while a large part is otherwise busy.
The thing to remember is the seer council (seer +warlocks on bikes) is a big investment in points, you need to make sure your opponent is committing a similar or greater part of his army to counteract them to make them worthwhile, because our other specialist forces should be easily capable of taking care of whats not tattacking your council if you apply them correctly.
Any MC with S6 or higher will murder them, with no armour save, and the T4 bump won't save them from instant death. I tend to keep MCs away from my Warlocs
Well most of the unit has 1 Wound and they all have an Invuln which they may be re-rolling. They aren't the best thing but they won't get out-right murdered in one turn.
From past experiences a council will generally win against MCs with fortune up and running ( which is key for a council to do anything impressive/useful ) They will loose very few models and cause enough wounds that the MC will fail some saves. I tend to stay away from 2+ saves unless yriel or eldrad are hiding in the warlock unit because the warlocks just cant get around the save often enough for my tastes.
If you are looking for something to hunt MCs I generally say go for firedragons they hit on 3s and against a large number of MCs will wound on 2s or sometimes 3s ignoring armor saves means some of the scarier MCs can be dropped in a single round of shooting by a good sized unit. The warlock unit is much more flexible but you pay for the extra options they bring.
I personally like my councils inside serpents because I can put yriel and/or eldrad in with them which makes them massively more powerful. A bike council can have an Autarch attached for some powerweapon hits ( generally 6str on the charge from the lance ) but they don't have the same killing power of yriel or the usefulness of Eldrad. having the council hidden from shooting until the serpent goes down helps some but having to setup the disembark can cause problems.
Problem with a Serpent Council is they're much more vulnerable. Bikes give permanent speed where as it's easy to kill a Serpent and now you're foot slogging, unable to avoid horde units or other bad matchups, like massed Rapid Fire. It's slightly more offensive for a much bigger defensive hole and about the same price if you include Yriel or Eldrad.
I guess I just don't see the point, it's still a pretty large risk. And if you do include a Farseer in the squad, he can be targeted.
How can he be targeted? There is very little in the game that targets models individually. The stuff that does, he probably gets a re-rolled 4++. If Jaws gets tossed at him, he's I5, I like my chances. Plus you should have Warding so that's not always going off. If he gets allocated by massive wounds you are either playing badly by getting way to close to multiple Rapid Fire units or your opponent has a lot of Reserves. And if he does get picked out it needs to be S6 to matter and he STILL might shrug it off, depending on AP and Fortune. How many units have a barrage of S6 shots? Some, but few.
Basically, Councils suck no matter what to me. They're to expensive in an over-priced army that needs things the Council doesn't give. They're a poor super unit against many armies any way you slice it.