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One Awesome Dude
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Discussion Starter · #1 ·
Hey guys!

I've been doing some Eldar play-testing lately, mostly at 1,000 points - been playing a fun mechanized list (I don't like bikers and infantry gets rocked in 5th Edition) and I've probably about to bump my proxy army up to 1500 points or more, so I was wondering, what kind of equipment and loadouts do you give your Farseers and Warlocks for these point levels?

Here's what my army looks like so far, I modeled it after one I saw in the Eldar Mech Tactica (kudos, btw)

Farseer - Doom (rides with Banshees)

Howling Banshees (x9 ) - Exarch w/Executioner
Wave Serpent Transport - Shuriken Cannon

Dire Avengers (x10 ) - Exarch w/Bladestorm
Wave Serpant Transport - Brightlance

Rangers (x7 )

Fire Prism (x2 )

999 Points (IIRC)

My natural instinct is to want Runes of Warding and Spiritstones - I HATE Space Wolf psykers and adore any chance I have to deny them broken psyker nonsense, and two powers would be great for my Banshees as after I charge they inevitably stand alone on the open field and I could use the re-roll'd armor saves to protect them. But, is that normal? Too many points on one guy? Anyone ever take Runes of Witnessing, after all Perils does cause Instant Death unfortunately. And what units do you usually allow to escort your psykers? Who benefits the most?

Looking forward to hearing from you all!
 

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Hey guys!

I've been doing some Eldar play-testing lately, mostly at 1,000 points - been playing a fun mechanized list (I don't like bikers and infantry gets rocked in 5th Edition) and I've probably about to bump my proxy army up to 1500 points or more, so I was wondering, what kind of equipment and loadouts do you give your Farseers and Warlocks for these point levels?

Here's what my army looks like so far, I modeled it after one I saw in the Eldar Mech Tactica (kudos, btw)

Farseer - Doom (rides with Banshees)

Howling Banshees (x9 ) - Exarch w/Executioner
Wave Serpent Transport - Shuriken Cannon

Dire Avengers (x10 ) - Exarch w/Bladestorm
Wave Serpant Transport - Brightlance

Rangers (x7 )

Fire Prism (x2 )

999 Points (IIRC)

My natural instinct is to want Runes of Warding and Spiritstones - I HATE Space Wolf psykers and adore any chance I have to deny them broken psyker nonsense, and two powers would be great for my Banshees as after I charge they inevitably stand alone on the open field and I could use the re-roll'd armor saves to protect them. But, is that normal? Too many points on one guy? Anyone ever take Runes of Witnessing, after all Perils does cause Instant Death unfortunately. And what units do you usually allow to escort your psykers? Who benefits the most?

Looking forward to hearing from you all!

Perils causes an automatic wound with inv save (reroll on successful saves)
 

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One Awesome Dude
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1,902 Posts
Discussion Starter · #3 ·
Oh right, sorry, I was thinking old school where it was Strength 6 and terribad for Eldar HQ's. (Can you tell it's been a long time since I've used psykers? Used to play Thousand Sons!!!) Anyway, would love to get some advice on this thread, thanks for the post Ooglatjama.
 

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RoWa is a nice and fairly cheap upgrade and is more useful now than ever before, so that's a given unless you are playing a friendly game with someone you know never brings psykers.

Other than that I prefer two weaker psykers to one with dual skills, it allows me to move them to where they are needed most without having to pair up other units that might need to split up for massive damage.

I rarely use RoWi because I have had a lot of bad luck with them, I seem inclined to roll double 1's a lot when I have three dice. If you have a seer council with your Farseer I think giving a Warlock Embolden is a better choice, I'd rather reroll the dice than remove the highest one. Or you can use an Emblock and RoWi together, but that's overkill in my eyes. So, in short, I avoid RoWi because of the increased chance of perils, but it does almost guarantee that your power will go off.

Doom is the best power if you are playing with Howling Banshees and Dire Avengers. Fortune becomes more interesting when playing with resilient units, like Striking Scorpions, Avatar, Wraithguard and whatnot, but is a decent choice no matter what list you are playing. The other powers are usually never worth the effort to cast, and have the added downside effect of requiring you to be outside of a transport for use. Although I had a lot of fun with two Mind War Farseers against my orky opponent, I laughed so hard when his painboy and warboss died in one turn letting my Warp Spiders tear up his Nobz real good. This is not the norm however, I find that Mind War very rarely does any good at all, the same goes for Eldritch Storm.
 

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One Awesome Dude
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1,902 Posts
Discussion Starter · #6 ·
Is Guide not used too often? I can see why Doom would be preferable, as it affects all units, not just one. What about when the power says "with a model within 6"" - does this mean you must be outside the transport to cast them? (Since a unit inside wouldn't have a model on the table?)

So, you're allowed to use Embolden on psychic powers? That's handy indeed. Never thought of that.
 

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Guide is measured from the vehicles hull as it is nota psychic shooting attack.

Doom/Forunte/Guide are the best three, but guide has to be for a specific purpose.
The others are a bit worthless unless you run Eldrad and get them automatically (my friend mind warred two lightning claw termies just as the squad was about to charge him, and fortuned himself, meaning that he eventually won the combat!!! but that was a one-off.
 

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Heh, forgot about Guide. =) It isn't used very often no, but it like Doom and Fortune can be cast from within a vehicle making it viable in mech lists. On the other hand the best unit to use it on is a unit of War Walkers with Scatter Lasers, which isn't very mech. And like Sancaer said, non-shooting psychic powers are measured from the hull of the vehicle while the caster is embarked.

Sancaer - Did he cast Mind War twice with the same model in the same turn (I.E. with Eldrad)? Because even Eldrad can only cast Mind War once during a turn, yes his staff lets him cast the same power twice, but because it's a shooting attack he can only use it once, since he can only fire one weapon per turn as basic infantry. The same principle can be applied to regular Farseers aswell, they cannot cast Mind War and Eldritch Storm in the same turn even with Spirit Stones, since both attacks are psychic shooting attacks, and only one of those may be used per turn.
 
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