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!
i cant find my codex at the moment, but i think it says that seer councils replace the farseer entry. does this mean that you cant take normal farseers in ulthwe? and in the warlock entry, it says you can take 5 warlocks for each farseer. so does this mean that the seer council can not, i fact, take unlimited warlocks. and i thinh it says "1" on the seer council entry, instead of "0-1". does this mean that you have to take a farseer, even in 500 point games? thanks for clearing this up.
Yes...as you'd expect it works exactly as presented in Codex: Craftworld Eldar.
- Ignore the farseer and warlock entries from the main codex. You'll note the infinite warlock clause in the seer council entry
- 1 means 1 - no more, no less.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
well i think that you can skip the HQ in a 500pts match. or just dont play ulthwe in those small points games.
Page (from memory) 186 or so of the rule book details smaller games where you can ignore HQs and units with a 1 entry, otherise as per codex (and please dont ask for codex detail, it breaches GW copyrights). In Friendly games at 500 points your opponent may let you drop your HQ, but that is his call
Everything you have been told is a lie!
So this seems like a decent place as any to ask this question about the Seer Council. I really don't know what to give them... For some reason I think I'm giving my Council a little to much things. Each Farseer has Guide, Fortune and Mine War. Then I have 4 Warlocks, 1 Conceal, 1 Embolden, 1 Enhance and 1 Augment. Of course each model has Witchblades or Singing Spears. I'm just curious to know what people would recomend to giving the council.
You should always keep them cheap, or they'll eat up points from the rest of your army. Don't use conceal in the Seer Council, they don't benefit from it unless shot by a weapon that ignores Inv. saves.Originally Posted by karlious
Points saving tips:
In games of 1500 or under, use only 2 Farseers.
Never give Witchblades to Warlocks.
Give the first Farseer only the Fortune power.
Give the second one Guide and/or Mind War.
Don't bother with Spirit Stones (Naturally)
Keep their mission in mind, they are there to support your army.
Hope it helped a bit... nowadays my Council seldom passes over 300 pts. When you realise that you have to take less other troops, you won't want to overspend. If you want more CC punch to cover the lost Witchblades, add an Avatar to the Council.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
if u dont want an expensive hq, use an avatar, u dont have 2 use a seer council
Incorrect. The generic Ulthwe list has "1 Seer Council". That means you must have one. No more and no less. However, if you were refering to the Ulthwe Strike Force they can't take an Avatar on his own anyway - they must take The Spear of Khaine with the Avatar and that totals up to be quite an expensive unit anyway. It also means your Strike Force would be lacking the near vital support of the Seer Council.
You cannot win, for to fight us is to give us power.
in most games my seer council is around 168 points and it does just as if not better than it's expensive counter part.
2 farseers with pistols and witchblades 1 with mind war one with fortune
3 warlocks with cc weps and pistols 1 has augment
this means that even when your opp finally inflicts a sucessful wound he has to go through 2 essentially useless warlocks before my seer council starts feelin anything other than annoyance.
in high games i increase it by a single farseer as above with fortune (usally run seer council behind avatar as i can fortune both seer coucil and avatar in one turn it causes one helluva headache for opp) and 2 warlocks as above 1 has enhance and 1 has destructor.
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
doesnt the warlocks need to take one power??