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So why is the Ulthwe Seer Council no longer viable? I am new to eldar, What was so great about these guys before?
It was great (in a cheesy way) becuase there was no maximum unit size for the seer council, so you took a huge seer council and cast fortune on it so the whole unit had a 4+ invernrable save with a reroll!
It was the compounding of all the powers as well. Made it a scary unit that was almost impossible to get rid of.
Casting Fortune on a Seer Council makes it very difficult to take down. It does very well as a fire magnet or a tarpit unit. A good-sized Council can take an objective and be virtually impossible to dislodge.
With the new 'dex, it is of course much more difficult to construct such a unit. You can still sort of make a seer council by attaching a second Farseer to the Farseer/Warlock squad. Of course, this takes 2 HQ choices.
So it can be done, it just takes more commitment from the player.
Actually a big part of what made them cheesy were the loads of "boxing warlocks" that filled the units out.
These were warlocks fielded without any wargear at all so they cost the same as a guardian (not much more than an IG trooper).
But what you got was a model with WS 5 and a 4+ inv save with re-roll to soak up any wounds the unit takes.
For those of us who didn't want to be cheesy or drop a ton of cash on warlocks we also had the option to take a special warlock power called Augment which doubled the range of farseer psychic powers. This wasn't broken, but it was a lot of fun as you could pluck the powerfist seargenst or heavy weapon troops out of enemy squads from a safe distance away.
Some people miss the old times where they had a 1000 point Seer Council, that survived EVERYTHING that could be thrown at it (a re-rollable cover and Invulnerable save), and be completely nasty, say like hurling around 5 heavy flamer templates and throwing out a S9 hit for every model.
Putting them in a Wave Serpent before made them totally invincible (well, almost); now I'll say though it's been considerably toned down, people insistent on Seer Councils can still field a 10 man jetbike council that rerolls all its saves.
The new codex didn't make the Seer Council non-viable, it just put them down under a different name. (Anyway, since Serpents transport 12 people now, we can have the 2 Seer attached to 10 man Warlock squad)
Let's see.. My friend used to play Ulthwe and the cheese council in any 1,500pt game.
5 Farseers and FOURTY-PLUS (yes, 40+) warlock accompanying them, each Farseer is equipped with Witchblade and either Mind War or Fortune, while the each Warlock is either naked or equipped with Embolden and/or Destructor.
45+ models which gets to reroll their 4+ invulnerable save, able to fleet of foot, reroll moral check at LDR10, mind war popping several enemy heads per turn... all that, doable a little under 700 points and is nearly invulnerable to any attacks. Once they get in range for the Destructor-of-death, they'll probably charge you the next turn. :ninja:
There is only one fatal flaw.. GO GO CULUXUS ASSASSIN! and we'll see who's laughing now.
Last edited by nekochen; December 15th, 2006 at 06:04.
:cry: *tear rolls down face for the good all times*
Actually, I never stooped that low. I was guilty of multi-wraithlord, uber starcannon sun death but no that big of council.
Yea, I think this thread has done it, I'm going out to get some warlocks.
The new 'dex effectively removed the Seer Council, so the new HQ choice Farseer w/ 10 Warlock isnt as useful now. I've played against people who tries to imitate using the new 'dex, but the hoax was quickly dispatched by my fire warrior's pulse rifle spam. You need to have a very large quantity of Warlock at the old point cost (11pt each) to have them work :x