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Beating a Seer Council

1265 Views 23 Replies 9 Participants Last post by  D1storter
When I play, its pretty much standard that I use the following

four farseers with mindwar and witch blades
4 warlocks with augment
1 warlock with embolden
1 warlock with enhance
All six warlocks have witch blades

Typically I keep these guys in the back so if you want to shoot them, its gonna be pretty tough. Besides, there are so many wounds, it would be hard to kill of the entire squad in a game.

In close combat these guys are really deadly. Almost always do ALL of my guys go first. Even against some of the HQs! Now, I'm not typically fighting a big squad of good figthers (like an assult squad or something), I use my warwalkers with all starcannons to hunt for those heavy squads or use the 36" mindwar.

I would love to better my list... games day is just a few months away. What is something that I should look out for? for 20 more poitns my farseers can cut the WS of deamons in half. My friend tells me he is just gonna start avoiding my council
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Way too expensive, and without Fortune they wil die soon enough. This unit will eat up far too many points from the rest of your army.
It is a pricey unit and fortune is mandatory. Also watch out for weapons that ignore invunerable saves, psycannons, incinerators and dreadaxes come to mind. Also get runes of witnessing, only 5pts but you almost always pass the psychic test.
Your right it does cost alot of points. But I feel my list is fairly balanced around this. Not saying i'm not trying to change that, I am.

I used to use fortune for a while, i'm not really sure why I dont anymore
D1storter said:
It is a pricey unit and fortune is mandatory. Also watch out for weapons that ignore invunerable saves, psycannons, incinerators and dreadaxes come to mind. Also get runes of witnessing, only 5pts but you almost always pass the psychic test.

All of them have Rune Armour so its an inulnerable save
re-rolling saves is a must becasue with out it they become much more vunerable, to things such as a battle cannon.
psycannons and incinerators and dreadaxes igonore them
I really feel like an idiot now, I used to add fortune to every list I had, but I guess I forgot about it :wacko:
lol its not a big deal, EXCEPT when your in the tournie. it would not be funny then (well maybe for your opponent :p )
My problem is this, arguably mind war is subject to shooting rules, technically you can not target different things, how many shots at mind war do you need? even the most leniant people I have played only let mind war hit a single unit although you can pick up different people in the unit. So in a touney, your 4 farseers, at best are all going to have to mind war the single unit, I would therefore recomend dropping 1 farseer, switching the power on one to fortune and at least loosing augment off 2 warlocks if not dropping the warlocks themselves, that should strip some points.

Another covention is to use a single purpose seer council, in your case, if they stay at the back, why take all those witch blades? that is 150 points right there (almost 10 banshees) to give a unit that hides at the back and therefore avoids combat, nasty weapons. If you dont get rid of the all get rid of some.

Finally I would also recomend, for tourneys, using "abaltive warlocks" - i.e have 2 warlocks stripped to a bare minimum with no prupose other than to absorb wounds for the seer council
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ewww mind war.....better off with four eldritch storms if you ask me, plus no need for line of sight *hint hint*

If you ever kill anything of worth with those mind wars and pay back what you spent on that unit in points I'd be surprised

Anyways If you are serious about that then take out those witchblades. It's like giving reapers power weapons on top of their reaper launchers. If you intend to long range mind war then close combat shouldn't be an issue.

If you choose to advance and mind war, without fortune I think it's a failure. I would concentrate on a single path you want to take with the council as at them moment it's eating up too many points.
I see all of your points here. I'm not so much a fan of taking Eldritch storm over mindwar, mostly due to the fact I get to pick the model. As for ANY model, well, that has never come up, typically (from what I can remember at least) I have only targeted a single unit. How ever, that is a good point. My interpretation of the rules is that Any model with in the unit.

I am now taking in the use of the so many witch blades into deep consideration. This has been a pretty enlightening thread.
Dont underestimate the storm. Its ordance and so will always get at least one and causes pinning, orcs and guard will suffer. It also turns round vehicles and so yo may end up being able to shoot a really tough tank such as a leman russ battle tank on its rear or side armour. If ur using war walkers then guide is great because of the extra hits it gives you. A 3man squad with starcannons which is guided is nasty.
Guide is always far more useful than Eldritch storm in a shooty army, why waste a 90+pts Farseer for maybe pinning a 60 pts Guard squad for one round? Forget about Orks, they have their mob size checks and won't be pinned that easy.

With Guide you can either ensure more hits for a multi-shot weapon unit or make it almost certain that one of your BS4 weapons hit. Whatever the situation calls for.

Mind war is good as well, but I'd never use more than one.

Also, 4 Farseers are way too many...
i'd take 3 farseers personally. 1 with mind war, 1 with fortune and 1 with guide. I'd then add some warlocks to absorb wounds.
How about another crack at it:


90 Seer Council
36 Farseer: 15 Mindwar, 1 Pistol, 15 Witchblade, 5 Rune of Witnessing
51 Farseer: 30 Guide, 1 Pistol, 15 Witchblade, 5 Rune of Witnessing
81 Farseer: 40, 20 Fortune, 1 Pistol, 15 Witchblade, 5 Rune of Witnessing
7 Warlock: 5 Augment, 1 Pistol, CC Weapon
7 Warlock: 5 Augment, 1 Pistol, CC Weapon
7 Warlock: 5 Augment, 1 Pistol, CC Weapon
23 Warlock: 11, 10 Embolden, 1 Pistol, 1 CC Weapon
28 Warlock: 11, 15 Enhance, 1 Pistol, 1 CC Weapon
330

Much less than the 450+ point squad.

I Took Cheredanine's advice and got rid of most of the Witchblades. The only reason I want to keep them on the Farseers is because they always do soem pretty good damage. I may take out one of those augments though. It seems silly to have three of them when one is only going to be used on my squad. But I may keep it just incase one of them fails.

I used the Rune of Witnessing to maybe help a bit. My last game, I was failing Psyker tests left and right.

I like Mindwar for getting some wounds on the muliple wounds people. And with fortune I will most definatly keep my walkers near by (They typically kill more points than the council does).
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Yes, that is perfect. At least for games of 1500 pts and over.
Do you think that a dark eldar incubi HQ can take on this one???
if it had enough time. it should be able to do it but it would take ages...................... assuming that no other eldar units would become involved. it would be a waste of the incubi and the lord.
farmerralph said:
if it had enough time. it should be able to do it but it would take ages...................... assuming that no other eldar units would become involved. it would be a waste of the incubi and the lord.
an incubi squad and a lord generally have better things to do than charge a seer council with re-rollable invulnerable saves (and they're going to get to choose who to charge)

btw take the points cost off the individual wargear items for that seer council

one of the most effective tourney lists is the ulthwe seer council of doom. it generally revolves around 2-3 farseers, 2 fortunes maybe a mind war (but that means they can't FoF) a couple of warlocks with some witchblades and the useful warlock powers, enhance and embolden. maybe conceal if you may face psycannons or something. then some warlocks with witchblades then flesh it out with a couple of wargearless warlocks that provide an extra wound. generally you're aiming for the 17-18 man mark.

try:
2 farseers, witchblade, pistol and fortune
3 warlocks, witchblade, pistol, 1 enhance, 1 embolden 1 conceal
2 warlocks, witchblade, pistol,
6 warlocks, pistol, ccw
4 warlocks

431 points
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