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I have yet another topic to discuss while I await my codex in the mail... :shifty: It can't possibly get here soon enough. I am chomping at the bit to get the ball rolling.
I am used to Space Marine Chaplains and Chaos Lords. I.e. total badasses that are loaded for bear. I have taken a lot for granted with them, so I look forward to new possibilities with Eldar.
The Autarch and Farseer, from what I hear (I've never seen Eldar in action! ), are not quite on this level. Meaning they don't have the punch nor the staying capacity. Being Eldar, they are the scalpel compared to the sword: much more specialized in what they do. This is just what I have managed to gather in the past couple of months.
So how do you guys get around this? How do you get your points worth out of them? I know the Autarch is a Master Strategist and can help influence mission selection, and the Farseer is obviously a great psyker and can have a seer council of warlocks, ride a jetbike, etc.
But what specific strategems do you guys use? I like the idea of the Autarch, but I want to be sensible with his use. Him infiltrating and running with some scorpions, and being equipped for such, sounds really good, but I haven't gotten a look at my codex yet.
I'm just looking for some good ideas to start rolling around in my head. To get to wrap my mind around some good ways of doing this.
I'm an American, religious, male and a proud Republican. You have your beliefs and (gasp) I have mine. Deal with it!Originally Posted by Wikipedia
The Auturch is often put on a bike with a laser lance and mandiblasters and given to a unit of shining spears to wreak havoc.
The farseer is an excellent supplementary H.Q. His psychic powers more than make up for an inability to fight on the front lines. Just use him in tandem with your other units and you'll do well with him. (Can't be more specific until you've got a list and then we can start breaking it down. The Eldar army really REALLY depends on cohesiveness and our HQs are no exception.)
Everything I have told you, even this, is a lie.
Farseers are mainly a support unit IMO. They are not great at shooting or combat, although they are OK at both.
Their main strengths are their psychic powers. I can't explain them all due to copyright but with upgrades you can cast 2 each turn, which includes re-roll attacks/defences (ie to-wound etc), a good anti-horde ranged attack and a character-killing power. They are especially good paired with, say, Howling Banshees, as they can deal a fair bit of damage and help the Banshees survive, as well as slaughter their opponents (gotta love re-rolls!).
Autrachs I don't know much about. They are definitely more of a support unit. They can be good at everything, but by themselves they are pretty bad. But give one a Warp Jump-pack and a good weapon and join them with Warp Spiders, or a Jetbike, Mandiblasters and Laser Lance to accompany Shining Spears. In some ways he is like an uber-Exarch.
Hope that helped.
Edit: Gah, beaten to it!
Last edited by PaRaSiTe_X92; December 6th, 2006 at 16:20.
AGLOCO - Earn money by browsing the internet!Originally Posted by Krevzi and Me
Basically, Chaos Lords and Space Marine Chaplins etc- can stand up to small units on their own. Eldar are far more fragile than this and a little more care is needed. Look at it like this, with a Chaos Lord, the unit is there to support him, with an Autarch, he is there to support the unit. As you correctly states, Eldar units are very specialised, prehaps more than any other army, on doing specific jobs. Fire Dragons for example, they are excellent for taking out tanks when traveling in a transport, but pritty much useless against anything else. Banshees are frail, but are superb against MEQ, especially if your Farseer casts Doom on them. The only possible acception to this rule is Dire Avengers and even that is debatable. It is possible to use the Autarch as a very efficient killing machine. Im sure you've seen the lists with the Autarch on a Jetbike with Mandiblasters, a Laser Lance, Fusion Gun and supported by 5 Shinning Spears by now. Farseers are probabily hte best phycic users in the game, but remember to use them to aid the unit in what they already do, rather than trying to turn a unit of Striking Scorpions into a Jack of All Trades unit, because they are simply not that.
Unlike Chaplins and Chaos Lords Eldar are mostly about supporting one another, this is quite apparant when looking at the HQ choices. A Farseer has many potential Psychic Powers to increase the armies killing efficency while not being too offensive himself. The Autarch supports the army on an offensive level the Farseer does not, his combat skills are excellant, while he does not have the strength or toughness to last too long alone, he benefits from Exarch Powers of the squads he joins, in the way he lends his combat power to the squad.
Strategy wise a Farseer and Autarch can fullfill many roles due to the large variety of wargear (Exert from the Tactica I'm writing, some may reconise some of it):
Farseers are extraordinary psykers who have access to many powers that can guide your army to victory. Although he is armed with a Witchblade or Singing Spear his close combat potential is not much to write home about due to the limited amount of attacks, unless he is supported by a host of Warlocks or in support with another squad. Where the Autarch may be a front line hero the Farseers strength lays in supporting the army with his psychic powers. A Farseers role will depend on the combination of equipment and psychic powers you give him. These roles are also explained below.
Unlike the Guide and Fortune psychic powers Doom has an incredible range, this will enable the Farseer to cast his spell on units within a good radius from his position as well as remaining relatively safe from the fighting. This opens up opportunity for him to combine this power with some of the shorter ranged ones such as Guide, should he be paired with Fire Support squads. With the ability to allow your squads to re-roll wounds Doom works well in conjunction with many things. Howling Banshees will benefit from this power greatly when combined with their power weapons; with Striking Scorpions they will be able to guarantee more damage with their large number of attacks as their weapons arenâ€™t as potent as the Banshees. Doom however can also be put to good use when combined with more shooting units as well, Dire Avengers will find their shuriken catapults being more effective against power armoured foes and Warwalkers will have an increased wound rate. Single model wise, if the Farseer was alone, this power would work well in conjunction with Eldritch Storm and a Spirit Stone.
A power but it can blast large holes in a certain area. The advantage of this power is that it can cause pinning, although it has a low strength it can thwart an advance or shooting of a squad for a turn. The low strength disadvantage can also be remedied with the combination of Doom and a Spirit Stone, this way the chance of Eldritch Storm causing casualties is enhanced. This power works well against swarm armies such as tyranids or squads with low armour save values like Imperial Guardsmen. The greatest advantage is that this power does not require line of sight which allows a Farseer to indirectly attack units without exposing himself. Against vehicles this power can be very useful. Although Eldritch Storm has a low strength it can penetrate all armour values but even if it does not destroy a vehicle thereâ€™s a chance that the tank would be forced to face another direction, exposing its more frail sides, with this in mind it is always a good idea to target a vehicle with this power if available before dedicating more potent weapons against it. Because this power is rather short ranged it does not allow a Farseer to partner with barrage troops very well, however Eldritch Storm does lend itself to being able to target squads that are hiding from view of your other units.
Allows a unit to re-roll any armour save and also one of the more expensive powers but highly useful. This power is very good at keeping more frail units alive or making already tough squads very hard to kill. Such examples would include Striking Scorpions and Howling Banshees. Above these though Harlequins will benefit greatly due to their low saves (but invulnerable), however a Farseer joining Harlequins may thwart their movement capabilities so it is a good idea to have him separate with his own means of movement (Jetbike). Due to Fortunes short casting range this power requires the Farseer to remain close to the army so he can use Fortune on the squads that need it most. His Independent Character ability will keep him from being targeted but if he joins a squad such as Striking Scorpions he too will benefit from the power if cast on them. A Farseer with bodyguards can turn themselves into a really tough shield due to their invulnerable saves. When combined with warlock weaponry and psychic powers they can be a very fearsome squad.
Guide is a good power to use if you wish to play defensively or use a fire base as it allows other squads of re-rolls failed hits. Combine this to a unit such as Dark Reapers to get rid of all those annoying 1s and 2s and it increases the damage dealt to an opponent. Like Fortune this power is also very short ranged which means the Farseer will either have to be near or joined to the squads he wishes to benefit from this power. Guide also works well as a front line power when combined with Doom; with all rolls being able to re-roll they become a very efficient killing machine. Warwalkers in particular will benefit from the combination but also large squads of Guardian Defenders can be turned into very efficient hunters with the large volumes of Shuriken Catapults. Even Warp Spiders can also benefit from this power buy using their movement during the assault phase to get into range of the Farseer for the following turn.
Like Eldritch Storm this power is an offensive type but unlike it this power targets specific foes instead of landing a large blast on them. Because this power relies on the Farseer having superior leadership to the model heâ€™s attacking this power doesnâ€™t tend to work very well against Characters. However, this power is highly efficient at killing lesser infantry such as squad leaders and weapon specialists where their leadership value may be lower and the Farseer is at an advantage. This power is very useful in knocking out those power weapons/ power fists that may threaten your combat squads before they charge.
This weapon upgrade functions much like a Witchblade but difference is that this weapon uses up both hands and can be thrown. This is a useful upgrade if the Farseer has a Jetbike as the extra speed will enable him to make full use of the spear. However this weapon is not great when the Farseer is also given an offensive psychic power as he will not be able to use both during the shooting phase. The weapon is also useful for taking down skimmers where the Witchblade may struggle to hit, if a bodyguard is present, mix and matching a variety of Singing Spears and Witchblades will enable the squad to deal with various threats.
Runes of Warding:
Useful in disrupting opposing psykers within close range but unfortunately because of the random nature of the runes the Farseer will have to be fairly close in order to make full use of this, so this is not a good equipment to take if the Farseer is aiding long ranged supporters or if no opposing psykers are present.
Runes of Witness:
One of the most important pieces of equipment for the Farseer as it allows him to almost guarantee a successful psychic test. However these runes do increase the chances of â€śa perils of the warp attackâ€? on a double one which makes pairing this equipment with Ghosthelm very beneficial.
At a reasonable cost the Spirit Stone allows the Farseer to use two powers a turn, this enables him to mix and match various psychic powers to accomplish his given role during battle. It is best not to give him two offensive powers as he will only be able to use one a turn and negates the point of having a Spirit Stone. However a single offensive power works well with Guide or Fortune as he will be in the front line anyway but Doom is also a good combination. When picking two defensive powers (Guide, Fortune or Doom) be careful in choice as if the Farseer is acting as a buff for support weapons with Guide then Fortune will hardly be of use as he is far away and out of range from the units that will require it. Guide and Doom works well for long ranged units while Doom and Fortune works well for combat units. Doom and Guide works well for core troops that rely on their small arms to deal damage like Dire Avengers and Guardians (Especially if Guardians are armed with a single shot support weapon.
This equipment protects against perils of the warp attacks, as mentioned above it is more useful when combine with Runes of Witness.
The bike will give the Farseer an exceptional amount of manoeuvrability and will give him more coverage with his psychic powers. If given a Singing Spear he is also able to hunt down vehicles with the extra movement. When accompanied by a Warlock bodyguard they can be a very tough unit to get rid of when combined with their large array of psychic powers, this is useful for holding up the turning the tide in melee if one of your units are struggling but the toughness and speed will make the squadron more effective in take and hold objectives. Combating on Jetbikes though is more useful in hunting down the tougher creatures or armoured foes like dreadnoughts as their resilience will protect them from potent attacks and their Witchblades or Singing Spears has good hitting power.
By having Warlocks a Farseer can gain the advantages their psychic powers provide. In addition to this the whole squad then becomes a scoring unit, a very tough one at that, which makes them great at holding objectives but their resilience and potent weaponry also enables them to be a good counter measure against larger creatures such as Dreadnoughts and Daemons, they can also provide the additional hitting power needed to turn the tide of combat. Although when pitch against very heavy infantry like Terminators, a Farseer and his bodyguards are likely to loose but you can be Guaranteed that they will hold up that one potent squad for a good deal of the game. Just like the Farseer; Warlocks can carry Singing Spears, this will only prove more useful when thrown but can be a handy weapon to have on those Warlocks who have defensive powers as theyâ€™ll be able to make full use of it. Combining a mixture of Spears and Blades will make the squad more multi-purpose, especially if a few Destructor psychic powers are also included. Keep note that Spears are more useful in catching moving vehicles and not in combat. However because this unit is tough it does not make them invincible and their squad size will be rather limited due to their expensive nature, as a consequence it is a good idea to utilise whatever cover is available to avoid getting shot to pieces.
This is not a very good power to have in a Farseer bodyguard as their invulnerable saves will always be readily available. However when faced against foes that negate this save like Daemon Hunters psycannons this ability becomes more useful in the protection of this rather expensive squad.
Where the whole squad may struggle against swarms due to their low number of attacks this power is a great crowd clearer. Useful when employed against Tyrannid Gaunts or Swarm Bases.
Embolden is a highly useful in keeping your squad in the fray even against unbeatable odds and remain in the front lines to support your army. It is always a good power to take, especially when faced with a more morale based army like Dark Eldar with their Horofexes and Witch Hunters psychic powers.
Enhance greatly improves the combat efficiency of the squad the caster joins, this is a very useful power to have even if the squad does not intend to move into combat as the extra Initiative boost will often allow the members to strike first and reduce the amount of incoming attacks, the Weapon Skill boost will increase the chances of the squad parrying attacks. Striking first will often prove the most important issue in winning a combat so it is always a good idea to have a Warlock carrying this power.
Autarchs are remarkable strategists who are also able to command from the front. Their vast array of equipment enables them to meld into any aspect in their support. The addition of this individual will add a great amount of hitting power into those squads especially when he gains the advantages Exarch powers of the aspect unit. However, even with all the wargear he has access to it is unlikely for an Autarch to be able to take on squads of Infantry by himself due to his toughness and strength unless he has a large advantage over their combat abilities, as a consequence his role becomes more of a front line supporter for the army in a more direct way than that of a Farseer. His Master Strategist ability works well in combination with aspects that make use of reserve special rule, in particular the Swooping Hawk aspect with their Grenade Packs on the turn of their arrival. It also enables your army to come in faster than opponents in missions such as escalation.
Autarch in movement:
In squads that rely on their fleet of foot movement an Autarch may find that his own movement capabilities are sufficient. However if greater mobility is required he also has various options in doing so:
Swooping Hawk Wings:
The cheapest of all the options available and grants him sufficient movement to be paired off with Swooping Hawks to give them some hitting power in close combat. The wings do also enable him access to the vehicle hunting route when combined with a Fusion gun as his natural shooting abilities are quite high. If not attached to a squad he can also fly around as a quick response character, lending his combat abilities against unexpected foes that may utilise the deep strike, reserves or infiltration special rules. As mentioned above the Autarch may not stand up to squads alone so itâ€™s always a good idea to have the nearest squad aid him too in such situations even if they are just Guardians.
Warp Spider Jump Generators:
Jump Generators offer more speed than that offered by Swooping Hawk Wings but it is more dangerous however since the second jump can instantly send your Autarch off to the warp. As a consequence it is not a good idea to use this Jump Generator unless accompanied by Warp Spiders as this will protect him from being killed as casualties caused from a second jump can be conferred to the squad instead. Because of this having this equipment will not lend itself to the single man tasks that having Swooping Hawk Wings will provide, however it does mean an Autarch can support a squad of Warp Spider sufficiently. Where the Warp Spiders are quick and good at shooting they lack some combat potential, this is amended with the addition of an Autarch and with the inclusion of an Exarch with the Withdraw power the squad is able to draw on the charge bonusâ€™s quite regularly. Their decent armour also provides enough protection when engaged in combat and will lend themselves as a decent candidate as a Bodyguard unit for the Autarch.
The Jetbike is the most expensive movement upgrade but it does give the Autarch an increase in toughness. Having a Jetbike lends the Autarch to using the single man strategies explained with the Swooping Hawk Wings, however the Jetbike also grants him additional movement during the assault phase that can put him out of harms way the following turn, he also has faster movement which enables him to better catch up with tanks than compared to that of Swooping Hawk Wings. In addition to this he is also granted the option of having a Laser Lance weapon. The benefit of this weapon is the increased strength bonus gained on the turn he charges, this weapon also counts as a power weapon at this stage. When accompanied by Shining Spears they can make a devastating squad on the charge that can cut down heavily armoured infantry. He will also be granted the Withdraw ability the Exarch provides should the squad not be able to win combat on the turn they charge.
Very cheap to purchase but due to his naturally high Initiative he will strike first in most instances. He is also equipped with plasma grenades as basic so he will fund himself matching infantry in cover even without the mask. A nice upgrade to take when scrap for points but otherwise Mandiblasters will prove to be more useful.
Mandiblasters boosts the amount of attacks available to the Autarch, very useful in combination with that of power weapons as his number of attacks becomes very high. An upgrade worth having when points permit.
A basic weapon that is always worth having as it will give him a hefty punch despite his low strength. This weapon will lend itself to aiding any other squadâ€™s combat potential.
Another simple weapon, itâ€™s cheaper than that of a power weapon and also gives strength boost. A useful upgrade when equipping an Autarch for low point games where he needs to be at minimal cost otherwise itâ€™s always a good idea to give him a power weapon. When considering fluff itâ€™s a good compliment with that of the Striking Scorpion aspect.
When on a Jetbike an Autarch will gain access to this weapon, itâ€™s a good choice to take in order to give him the job of killing larger creatures. See under Jetbike in the Autarchs section (above) for more information.
Avenger Shuriken Catapult:
Very cheap, a nice weapon to use when out of range of his pistol but otherwise it is of little use. An Autarchs combat potential within a squad is more effective than dedicating him to shooting this weapon.
Being an assault weapon and having great strength makes this equipment a nice addition when faced with tougher foes. It is also a great combination with Warp Spiders.
This is an excellent weapon to take against heavy infantry and vehicles. See Swooping Hawk Wings under the Autarchs profile for more (Above) information.
Very cheap but has low strength. Its range is what makes this weapon useful however. When on foot an Autarch may use this weapon to harass the enemy with its range when advancing. Other than this the weapon is pretty low key and is really only worth spending with scrap points left over.
Excellent against heavy infantry but this is the most expensive weapon upgrade available to the Autarch. Given his initial cost it is much better to buy an additional Dark Reaper than have the Autarch sit at the back supporting with this weapon.
Unfortunately an Autarch cannot infiltrate with a scorpion squad because it states in the shadowstrike description that an Autarch has more important places to be on the field of battle than skulking around with the scorpions.But what specific strategems do you guys use? I like the idea of the Autarch, but I want to be sensible with his use. Him infiltrating and running with some scorpions, and being equipped for such, sounds really good, but I haven't gotten a look at my codex yet.
From reading around the forum's and proxying a couple smaller scale battles I have found (in agreement with the majority of the eldar players) that there are two effective ways to use him. As a shining spear addon (jetbike, mandiblaster, laserlance) or as combat support/tank hunting (swooping hawks wings, mandiblaster, powerweapon, fusion gun)
In the first its obvious that he just runs around with some shining spears greatly adding to their combat ability, and in the second he can support banshees or scorpions in the assault, or fly around poppin tanks.
At the moment I am stuck between Saim-Hann or a Beil-tan(ish) army, If I go Saim-hann I'm going for a shining spear autarch, but if I decide on the Beil-tan typ army I think I'm gonna run a Farseer as follows
I plan on him riding around after my banshee's/scorpions in their waveserpents and dooming their enemy, while also hopefully mindwarring the enemy squad leader to death to get rid of any powerweapons that may be in the squad. Then, if he gets the opportunity, he can do a bit of tankhunting with his spear.
"I am the architect of fate!"
i like to use the tank hunter autarch, but as a character killer. his fusion guns strength is enought to insteant kill most enemy hqs. ive foundd that he is useful this way in cod, andon a dense terrain bord.
"What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea."
- Farseer Eldrad Ulthran of Craftworld Ulthwe
I think putting a jump pack on the Autarch is a bad idea, it would just be horrible to roll those doubles and *poof*, there goes your expensive HQ. Its better to just set him up with some Swooping Hawks Wings.I have to say that I disagree. This is a preference that some people use (I, personally, never liked bikes that much). He will function nicely as long as he is with a squad and is tooled to fit their role. (Power weapon, Avenger Shuri. Cat., and maybe a jump pack while joining Scorpions or Banshees.)
Also, its a waste of points to set him up in an Avenger squad with a Shuricat, and its still overpriced to just set him up with a powerweapon and add him to a CC squad.
I think if you want him to give some support to Banshee's and/or Scorpions, you should give him Wings, P.Weapon, Mandiblasters, and a Fusion gun. Dont add him to either squad, just have him flitting around helping either squad out in CC if they really need it. Then if he has the opportunity he can still fly over to some enemy tanks and pop them.
Other than that I think the best use for him is an addon to a shining spear squad, you can even give him a fusion gun still to do the same thing as if he had wings.
"I am the architect of fate!"
"What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea."
- Farseer Eldrad Ulthran of Craftworld Ulthwe