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I am just starting my first eldar Alaitoc army (1500 pts), and wanted to include some other HQ instead of generic Avatar/Farseer. What I had in mind is Farseer accompanied by 5 warlocks, all on jetbikes.
Here is my list for this unit:
Farseer (Ghosthelm, Jetbike, Witchblade, Shurinken Pistol, Fortune)
Warlock #1 (Jetbike, Witchblade, SP, Enhance)
Warlock #2 (Jetbike, Witchblade, SP, Destructor)
Warlock #3 (Jetbike, Witchblade, SP, Destructor)
Warlock #4 (Jetbike, Witchblade, SP)
Warlock #5 (Jetbike, Witchblade, SP)
Total cost: 416 points
Even though the unit costs 400 points, it is extremely powerful. Here is why:
1 - Mobility
The unit can move 24" a turn to get anywhere fast, or move 12" a turn, fire their weapons, and then charge additional 6" to finish what's left.
These guys have 3+ armor/ 4+inv saves that are rerolled, and 3+inv with reroll while on the move (turbo boosters). Their toughness is improved +1 by jetbikes, making them live longer than normal council would.
Ok, 6 twin linked catapult weapons (assault 2), combined with their pistols gives 18 S4/AP5 shots (12 twin linked!, but almost all of these should connect with their ballistic skill. The strength 4 is nothing phenomenal, but 50% of the hits should wound a space marine (66% against tougness 3 opponents). 7-8 wounds in the shooting phase is excellent against less armored opponents.
As everything is compared with space marines, the salvo should kill 2-3 space marines.
However, the squad also has two destructors which are really good at decimating squads (S5/AP4 template). If the two Warlocks use destructors, and the rest just shoot, 3-4 space marines will die on the average. If used on weaker opponents, whole squads may be wiped out.
4- CC capabilities
...are awesome. Enhance gives I6 on Farseer, I5 on other Warlocks so they usually strike first. Their WS is 6 for Farseer, 5 for Warlocks, which is great (about 66% of Warlock hits will land, and 84% of Farseer). However, their main advantage is the Witchblade which wounds on 2+ and kills tanks. When chargin a squad already weakened from shooting, these guys have 12 attacks, 9 of which connect, and 7-8 of which wound.
As a bonus, any demon in CC with them has his weapon skill halved, and his tougness means nothing to Witchblades. Instant kill in first charge.
The last one or two warlocks are expendable. They are in the unit for attrition purposes as this unit will most likely receive plenty of the opponents attention. Their greatest asset is their speed and it should be utilised to maximum.
Where to use this unit? They are excellent tank and heavy support killers. They can also chop up a greater demon or a whole squad of demons in a single round. They are also good for killing off squads which have been isolated.
However, this unit will suffer most when faced with multiple firing opponents (like 2-3 squads of space marines).
In my opinion, even though they are pricey, it should be no problem to make them pay for themselves by choosing targets carefully - killing lone squads or tanks, or sneaking behind enemy lines to remove heavy support.
While most people like their HQ to stay back, these guys pack a mean punch and are more mobile than any other troops in the game (including most of the vehicles).
Since I never played them, I thought it best to hear your opinions on this unit before I commit a whole lot of time and money on something that may or may not work.
Witchblade CC isn't quite as effective as people seem to think. They arent power weapons thus you have 2 attacks that wound on 2+ which isn't very impressive from a CC standpoint. You may get to rerolls saves but 1 power fist can kill half your squad . I just have never had success with witchblades considering how horribly expensive they are
Honestly I'd get rid of those witchblades and just use the squad as a sniping unit that can move quickly. Or destructor and assault move away although rapid fire is gonna murder you heh
IMO you're basically a marine bike squad that costs 3x+ the points and does the same thing
Honestly, I don't think this is a good idea. I would not want to put 400+ points in one unit of 6 guys. I just see them assaulting a Tac sqd whith a Power Fist and getting eatin alive. I've been putting my Farseer whith Striking Scorpions, it works pretty well.
if you wanna go CC use hownling banshees, this command squad is the ultimate overuse of upgrades
like a daemon prince with daemonic flight and 7 aspiring champions with daemonic talons and also daemonic flight and all with maxed out wargear and 4 chaos hounds each
would make a 1000pts+ command squad
no offence, it is a nice squad but not specialised enough to work, good luck
No Pity! No Remorse! No Fear!
For The Emperor!!
W-L-D as of 20 november 2004
wait a minute. i'm a bit confused.
-i thought stuff only gets to fire one weapon at a time, so its either catapults or pistols, not both at once.
-what power/ability makes a daemon half his WS?
i could be wrong on either of these. my codex and rulebook just happen to be 70 miles away at the minute; so i apologise in advance.
i've always had great success against marines when i charge with a farseer and warlocks. though they don't have power weapons, they do wound incredibly easily. so the sheer amount of armour saves my opponent has to make helps an unbelievable amount. my strategy though is to use the unit as a fire magnet. i usually deploy them in the open along with my wraithlord. they'll probably live right to the end of the game (not the wraithlord) and soak up an incredible amount of firepower (with fortune) if you use mind war as well (spirit stones) then the farseer becomes very effective at removing powerfists/seargents and even hq's (i managed to take out a daemon prince in one mindwar before) though with this combo your farseer weighs in at a hefty 130+ points (again no codex. i don't know the exact value) so if you get unlucky with fortune it a lot gone.
I agree with the rest of the members here. The squad is really expensive for the limited resilense and lack of firepower. An alternitive is to just mount a farseer on a jetbike. this guy works very well, depending on the phyic power you give him. he can hunt enemy characters with mindwar, and tanks with a witchblade or singing spear (i think he can take a singing spear but not use it in close combat, not sure :glare: ).
Originally posted by Super Unknown@Nov 19 2004, 19:20
I agree with the rest of the members here. The squad is really expensive for the limited resilense and lack of firepower. An alternitive is to just mount a farseer on a jetbike. this guy works very well, depending on the phyic power you give him. he can hunt enemy characters with mindwar, and tanks with a witchblade or singing spear (i think he can take a singing spear but not use it in close combat, not sure :glare: ).[snapback]253440[/snapback]
I was reading through the codex and I dont think a farseer can be equiped with a jet bike. It's not part of the options. I could be wrong, but I thought I read they are too proud and too old to ride jetbikes.
Ghosthelm.-what power/ability makes a daemon half his WS?A Farseer can select wargear from the Eldar armoury. Jetbikes are in the Eldar armoury. You are probably thinking of the Ulthwe Seer Council, which cannot be mounted on Jetbikes.I was reading through the codex and I dont think a farseer can be equiped with a jet bike. It's not part of the options. I could be wrong, but I thought I read they are too proud and too old to ride jetbikes.
In regards to the excessive expensive unit, I would maybe use it for a bit of fun, but it's just too expensive for what it does. It may be quite powerful, but it can't be everywhere in the battle at the same time, and due to it's horrendous cost, the rest of your army will be quite small...
You cannot win, for to fight us is to give us power.
You read that in the Ulthwe section of the Craftworld: Eldar. All other Eldar may, however, be placed on Jetbikes as noted on page 5 of the Codex: Eldar (It's right at the top there).Originally posted by tanglethorn@Nov 19 2004, 19:29
I was reading through the codex and I dont think a farseer can be equiped with a jet bike. It's not part of the options. I could be wrong, but I thought I read they are too proud and too old to ride jetbikes.[snapback]253447[/snapback]
Back to the point... I play with 4 warlocks and a farseer all on jetbikes and witchblades. (and other such things, ect, ect). They work well if you use them correctly -- you'll have to practice with them alot.
My logic behind it is simple: I feel every army needs at least one fast attack choice, and the Eldar have few. There are several
Most people will load a squad of Aspect warriors into the rear of a Falcon and send them up to flank. The problem with this tactic is... it's not fast attack. You move up, you unload, and you get charged.
I did that for a while... then decided to go with Shining Spears. They're an even bigger waste of points than the council! (Although some would disagree...)
In the end i decided this. If you want fast attack, mount your HQ!! Sure it seems like a huge waste of points, but now your army has a swift moving force that can be utilized to tie up an enemy devastator squad and/or aid a losing melee on the other side of the field... Rather than having them sit behind a log casting fortune once a turn.
Edit: Note: Me = Novice