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Hello all, I haven't played since the 4th ed rules and am just getting back into 40k so I wanted to ask this.
What types of Farseer are common nowadays?
I have always used a very mobile, independent Farseer, either on a Jetbike or in a Falcon with some Dragons or Banshees. Then kit him out with mind war or eldritch storm + a singing spear and go hunting. Unfortunately the 5th ed rules have put a dent in that.
I'm struggling to see much of a use for Doom, the 24" range keeps glaring at me. I know Eldar infantry are short-range anyway but any game-plan that asks a squad of dire avengers to walk up the middle of the table and expect to have enough left to support doom is asking for trouble.
Fortune on a squad of wraithguard is always cool, makes them nigh on unkillable, I can't see it justifying the points on anything else though.
I can't for the life of me see how Guide could be worth it? Surely it would always be better to just get more soldiers than to allow one of them to re-roll misses. Heavy Support tends to be spread out up the back anyway which makes it hard to move to a new squad if the old one dies.
I suppose you could always Guide some Dire Avengers or Fire Dragons while in a Wave Serpent then jump out and shoot, possibly with Spirit Stones and Mind War/Eldritch Storm. Actually that sounds kind of cool now that I think about it.
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The most common power is doom followed by fortune. 24" is actually fairly long ranged for us when most of our shooting is 18" or even less. Place the farseer in one of the serpents that will be moving toward the enemy and they almost always have range on the squads you want dead. Fortune is most often used on either a council or on serpents that are moving flat out so the cover save can be rerolled. Guide is probably the third most common power, guiding DAs to shoot a doomed target is a common tactic. Guiding warwalkers with scatterlasers, or rangers/pathfinders works for an army that is using a firebase.
For me the most common build is Doom, runes of warding. cheap, and an effective force multiplier for the massed templates of my storm guardians or making sure the banshees actually wound.
I'd consider mind war, if only for the shock novelty value. There's nothing quite like taking out an enemy monstrous creature with a 20 pt power.
I think it shows how old our codex is in that for our already expensive aspect squads we need to take a farseer to make them work properly.
I tend to take Autarchs now with squads that don't need psychic support (Storm Guardians, Fire Dragons, mech)
I only ever run two types of seers these days. A fortune only seer in a jetbike council or (more often) a deep sitting guide seer. I'm favouring the latter due to the amount of anti-psyker stuff in my meta, sitting deep and guiding keeps him out of range of nulification. Both carry runes of warding as it's just too good not to take.
Last edited by eris; August 9th, 2010 at 10:30.
How I run my Farseer:
Both types of Runes, Spirit Stones, Doom, Fortune, and Guide.
Basically use Guide(on War Walkers or Dark Reapers)/Fortune while your assault teams get in position, then switch to Doom/Fortune on main assault unit (warlocks work best). After that keep Fortune up but switch from Doom and Guide as battle demands it.
I am a firm believer in the Doomseer, equipping him with just Doom and Runes of Warding. I often take a squad of Howling Banshees and multiple Dire Avenger squads. Doom will greatly amplify the killing power of both these units, hell it is almost required for Banshees. The Farseer is usually in a Wave Serpents with some Dire Avengers. Every once in a while I will bring Guide for War Walkers, but lately I have been mostly outflanking them so the Farseer is often well out of range.
To be honest I just about always take Eldrad Ulthran he is really very good. The main tactic I have been using recently is running up 3 serpents at once with council in middle and 2 10 man avengers on either side with blade storm and 2 shurikens on the exarch. The avengers dismount get guided by Eldrad in tank on both squads then doom an enemy squad, the 33 shots eat through units even with high armour if you guide and doom. then you climb back in you serpent next turn and fly off out of range then back again next turn to rinse and repeat as often as possible.
"Reached under the bed and pulled out a Converse and a beer, I appear to of developed the miraculous power to turn shoes into beer!.... or beer into shoes." - Fallen Autarch after St. Patricks day.
The most common Farseers and certainly the best are Doomseers, and other spells are mainly just backup. You will be using Doom to increase kill rates of Dire Avengers, Howling Banshees, even Striking Scorpions if you can spare it, in fact almost anything is better with Doom. Fortune is probably the second most used option, although I dislike it myself, not least because of the points cost. If I take a second power, it'll usually be Guide, for use with Dire Avengers
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Default Re: V5.0 Eldar Tactica
The whole point with the eldar aspects is that they should really shine in a their given role (without guide or doom or fortune)?
The dragons stand out from the crowd because of this, they actually work how they should/do in the fluff without needing the crutch of psychics, however when you do guide them they become even more effective.
Whereas all the other aspects need psychic support to actually work how they should/or to even consider using in some cases (banshees), I don't really feel like the psychics are actually a buff for the majority of the eldar units but an inbuilt factor in their design/stats/cost.
For example guard work like guard well enough by themselves and are cheap however chuck in some unblockable orders and they can do some really crazy stuff.
Even the falcon seems to have suffered from the assumption that we want to cast guide on it to make it actually be able to shoot stuff, falcons with all the kit are stupidly overpriced to factor in a seer to babysit it with guide to make it work how a tank should, which is frankly insane.....
for example , warlocks , 25 points for a ws4 bs 4 t3 model with a non power wep and a 4+ save , would you pay those points if fortune was not available ? so technically say a third of the farseers points are taken up on just making the already overpriced unit work correctly ?
Banshees need doom to not be fail (some even say fortune too), harlies greatly benefit from doom and fortune to the point where personally I would not run them without. scorps need doom to generate enough wounds to do something vs armour saves, avengers need guide and doom to justify their bladestorm and to actually be able to kill anything with an armour save.
The list goes on ...
This is just a mild annoyance most of the time , play a runepriest/Njal spam army sometime and you may realize how utterly on powers many of our units are, which is not as it should be.
Currently my biggest pet peeve has to be the cost/rules for most eldar heavy weps and the fact that its on a bs3 delivery most of the time.
I have not used a brightlance in fifth , they were overpriced in fourth but since the damage chart changes they are now shorter ranged, less accurate and weaker on the majority of targets and nearly twice the price of lascannon, so much for eldar technological superiority. if given the choice of a plasma cannon (imperial) or starcannon I would take the imperial weapon every time , in-fact except from the scatter laser all of the eldar weps are either worse than the imperial equivalent or where they are roughly comparable hugely overpriced.
Also the eldar heavy weaps being overpriced could be attributed to the assumption that they will somehow always be guided at a doomed target .....never mind the fact that you have to buy a farseer for a not inconsiderable amount of points to potentially be able to do it.