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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I'm running 6 warlocks, 2 farseers and the baron lately. This means the unit clocks in at 635 points.
So far I've had a bit of good luck with the unit This post is to talk about how this unit has worked out for me.
This does not mean what works for me will work for you so take everything I say with a grain of salt

SeerStar vs ScreamerStar
In play the seerStar functions in a similar way to a screamerStar. Your going for the 2++ reroll with it - and with 2 farseers you should be able to get it in 75% of the games you play. So the seerStar gets the 2++ a less often (75% of the time instead of 89% of the time) than the screamerStar. However, unlike the screamerStar, the seerStar list does not fall over when you don't get the combo up.

This is because a screamerStar relies upon its screamers to do all the work on the table while the rest of their stuff just flys on and off. Two FMC daemon princes + fateweaver are not enough to be that big of a threat.
With the seerStar, I have 4 wave serpents, 2 venoms and 1 ravager. That is a strong amount of firepower that can cause big problems even if I don't get the 'fortune' power.

I said that the seerStar performs in a similar way as the screamerStar. This is because you can use it to tie down enemy units you don't want giving you problems. Lets say that someone has a wraithKnight that I don't want smashing up my serpents. I can assault the wraithKnight and bounce its hits off the baron, then jump out of assault, shoot it and rinse/repeat.

The seerStar does not perform exactly like the screamerStar. The screamerStar will engage one or more units, kill them, then move on. The seerStar will bounce from unit to unit finding the best opportunity. In one game I assaulted 2 riptides and 10 fire warriors. I put one model on each riptide and the rest on the fire warriors and poured every attack into them. I then broke and swept all 3 units!


Psychic Powers
The grisly trophies combo well with the seerStar. This means that the warlocks are getting their powers off 92% of the time. That's about the same as having a LD of 10. It means your farseers are failing less than 1% of the time. Your only suffering a 'perils' on a roll of snake eyes. You should see people's expressions when my warlock rolled a box cars for his power this weekend and I picked up the dice and said "Failed leadership test, time to reroll that"

Sometimes you won't get protect with your bikes, but you will always be getting conceal which will give you a 2+ cover. No matter what you can rely upon that.

In about half the games I also get 'protect' which gives me a +1 save. When you get protect + fortune then your base model has a 2+ armor save, 2+ cover save, 4+ invulnerable save -- all rerollable.


Bringing the Baron
You will need the baron to really make the seerStar really work. The baron gives a few critical utility pieces to the squad. In fact, I would argue hes probably the best utility IC in the game for his point cost.
* First he gives offensive/defensive grenades, letting you assault through cover and removing incoming extra attacks
* He provides stealth, giving you a 2+ cover save with just conceal.
* He provides hit and run. A screamerStar is going to be locked in combat with a fortuned riptide all game. The seerStar just bounces out and eats the next nearby set of unit(s)
* He provides a 2++ rerollable (with fortune) save. Often when I'm assaulted by something very scary, I'll just take the hits on the baron and watch them just bounce off.
* When moving forward you can lead with the baron if your going to be eating a lot of AP2 shots. That farsight squad is a lot less scary when its 18 melta guns that ignore cover are bouncing off your 2++ reroll.
* The baron benefits a lot from the warlocks. Dual empowers gives him a STR 8 attack, which I used to insta-gib Farsight last weekend.
* The baron provides night vision (ok, this has limited value, but its there )
* The baron provides +1 to go first (as per the DE FAQ) This helps a lot when you want to get your 2++ going before the Tau player can try and blow you off the table.
* The baron has an high initiative. This helps in sweeping units.


But Can It Kill?
When facing something like a wraithKnight or Riptide, you can get those rends when your charging in with the shuriken cats. The baron also has two poisoned shots from his skyboard. This means your going to be delivering ~8 wounds to MEQ that your assaulting with 1 or 2 rends thrown in there.

If you were lucky and rolled up Fortune early, you can also make sure your seerStar has prescience so your hitting 8/9 of the time and wounding 5/6 of the time. Its not uncommon for me to deliver 18 wounds to an enemy in the assault.

You also get your hammer of wrath attacks. Sadly, empower does not increase these so they will only be hitting with STR 3 -- but everything counts.

This does not have the raw damage output that some units have, but its a decent amount of damage to infantry.


What About Tanks
Against vehicles the seerStar are hell on heels.

If you look at 2d6 probabilities you will see that a witch blade has a 58.33% to effect AV 10 -- the rear armor of most tanks. This means if your attacking with 18 swings your likely to destroy any vehicle with AV10 rear armor.

To cause an effect on a land raider, the witchBlades need to roll and 11 or 12, or only 8.33% of the time. This means if your getting 18 swings your going to be stripping off one hull point or so off a land raider.

However if you get any 'empowers' from your warlocks this changes dramatically. Two empowers will bring the base STR to 5 on your warlocks, meaning that instead of causing an effect 8.33% on AV14, your causing an effect 27.77% of the time.
Suddenly those 18 attacks go from scratching the paint to being a huge threat!

This message was edited 1 time. Last update was at 2013/08/27 17:09:26


 
   
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Excellent write up, haha. I'm actually going to play a Seer Council versus Screamerstar match up very soon. I expect it to be horribly boring. I feel like the Seer Council is the better overall unit, but slightly more subject to variance (because of Warlocks, although girsly trophies is smart), with a less damage output, but without the weakness of tarpitting.

Interestingly, one of the better write ups on the Seer Council was by Kevin on the Daemons blog. http://daemons40k.blogspot.com/2013/06/seer-councils-something-to-worry-about.html

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Connecticut

I played my buddy Dan a few weeks ago in 2 games. He brought his screamerStar and I had my seerStar.

Game One
In game one, I got the fortune/protect combo and I locked up his screamers and we spent the game just pinking at each other. Even with all the precision attacks, we just could not do enough damage to hurt the other deathstar.

As mentioned, the other units in the seerStar are really good, so I shot the rest of his army off the board.

Game Two
In the second game I did not get fortune, so his screamerStar blew my seerStar away after 2 rounds in assault. I then scattered the rest of my army and he had to chase it around the board.

This lead to an intresting game of merry go round where I was skirting the edge with a serpent 30" per turn and he was chasing them. Over the game he killed 1 serpent and 1 venom.

During that time, I blew the rest of his army off the board....

Edit : Good link. Interesting read. I think that 6 is about all the warlocks you need. Over-investing in the council will take away points you need elsewhere. He also did not realize the advantage grisly trophies can provide.

This message was edited 1 time. Last update was at 2013/08/27 13:13:42


 
   
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Shockingly and luckily I have not played against a SeerStar with my crons yet but I'm sure with the new eldar dex out I'll start seeing some. I'm very interested in knowing the mechanics of how this deathstar works so thanks for sharing.

In mu current necron list I'm running three units of Deathmarks with a despairtek. So on average your SeerStar has a 2+ armor rerollable? So most of my shooting will be pointless. What about the abystaff the cryptek has? It's a S8 AP2 flamer template that will wounds on 2s. How susecptable is the star to that? The rest of the shooting is sniper shots so I could hope for rending on those shots right?
   
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 necron99 wrote:
Shockingly and luckily I have not played against a SeerStar with my crons yet but I'm sure with the new eldar dex out I'll start seeing some. I'm very interested in knowing the mechanics of how this deathstar works so thanks for sharing.

In mu current necron list I'm running three units of Deathmarks with a despairtek. So on average your SeerStar has a 2+ armor rerollable? So most of my shooting will be pointless. What about the abystaff the cryptek has? It's a S8 AP2 flamer template that will wounds on 2s. How susecptable is the star to that? The rest of the shooting is sniper shots so I could hope for rending on those shots right?


Labmouse can answer better than I can, but so long as you angle the Staff's shots through the unit such that it does not go through the Baron, it will do some damage. The Baron has a rerollable 2++, and thus, like my Fateweaver abuse, is effectively invulnerable (you need 36 wounds to break his Shadowfield). I'm assuming the Death and Despair Squad is coming out of a Night Scythe, so that's a fairly effective way to kill some Warlocks; just again, make sure you deploy on the far side from the Baron.




Automatically Appended Next Post:
 labmouse42 wrote:
I played my buddy Dan a few weeks ago in 2 games. He brought his screamerStar and I had my seerStar.

Game One
In game one, I got the fortune/protect combo and I locked up his screamers and we spent the game just pinking at each other. Even with all the precision attacks, we just could not do enough damage to hurt the other deathstar.

As mentioned, the other units in the seerStar are really good, so I shot the rest of his army off the board.

Game Two
In the second game I did not get fortune, so his screamerStar blew my seerStar away after 2 rounds in assault. I then scattered the rest of my army and he had to chase it around the board.

This lead to an intresting game of merry go round where I was skirting the edge with a serpent 30" per turn and he was chasing them. Over the game he killed 1 serpent and 1 venom.

During that time, I blew the rest of his army off the board....

Edit : Good link. Interesting read. I think that 6 is about all the warlocks you need. Over-investing in the council will take away points you need elsewhere. He also did not realize the advantage grisly trophies can provide.


Yeah, Grisly Trophies is genius. I first saw that on FLG, and I think it solves the biggest problem in the Council (the Warlocks not knowing their Troop Leading Procedures). I can't say I'm surprised by your results on Star vs Star. 1400 points of Eldar versus 1200 of Daemons. I think I may ignore hte Seer council entirely and work on boxing in and killing everything else (and hiding my own support). I may also toy around with running the Screamerstar with IG allies (Sabres and Artillery Carriages, haha)

This message was edited 1 time. Last update was at 2013/08/27 16:31:01


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Limerick

Great post. I run the same unit, albeit with only one Seer at the moment as we are only playing 1650pts right now, but it has been working great.

One thing I want to point out though, IIRC the DE FAQ replaced the +1 to pick sides with the +1 to go first, not added to it.

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Connecticut

 necron99 wrote:
Shockingly and luckily I have not played against a SeerStar with my crons yet but I'm sure with the new eldar dex out I'll start seeing some. I'm very interested in knowing the mechanics of how this deathstar works so thanks for sharing.

In mu current necron list I'm running three units of Deathmarks with a despairtek. So on average your SeerStar has a 2+ armor rerollable? So most of my shooting will be pointless. What about the abystaff the cryptek has? It's a S8 AP2 flamer template that will wounds on 2s. How susecptable is the star to that? The rest of the shooting is sniper shots so I could hope for rending on those shots right?
No problem. I love shooting myself in the foot right before a big event like NOVA

Remember the eldar player probably will know you have the abystaff cryptek and spread out his models accordingly. As such its probably going to be getting 3 (or 4 tops) models under the template. Bikes are big and its easy to spread them out.
When you do drop, you want to put every hit ideally on the farseer with fortune. They are only T4, so your going to ID the farseer if it takes a wound. Hes probably going to LoS the attacks, but you take what you can get. Each model has a 75% flat out invulnerable save, except for the baron, so if you do 4 wounds your probably going to kill 1 warlock.
Make sure you don't drop on the side with the baron, as he will blow off all the hits.

Is it worth trading 1 warlock for the despairtek? Probably not. I would save them for the troops that must eventually disembark out of the transports.


Automatically Appended Next Post:
 Godless-Mimicry wrote:
One thing I want to point out though, IIRC the DE FAQ replaced the +1 to pick sides with the +1 to go first, not added to it.
You are correct. Thanks for the correction.

This message was edited 1 time. Last update was at 2013/08/27 17:07:53


 
   
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 labmouse42 wrote:
 necron99 wrote:
Shockingly and luckily I have not played against a SeerStar with my crons yet but I'm sure with the new eldar dex out I'll start seeing some. I'm very interested in knowing the mechanics of how this deathstar works so thanks for sharing.

In mu current necron list I'm running three units of Deathmarks with a despairtek. So on average your SeerStar has a 2+ armor rerollable? So most of my shooting will be pointless. What about the abystaff the cryptek has? It's a S8 AP2 flamer template that will wounds on 2s. How susecptable is the star to that? The rest of the shooting is sniper shots so I could hope for rending on those shots right?
No problem. I love shooting myself in the foot right before a big event like NOVA

Remember the eldar player probably will know you have the abystaff cryptek and spread out his models accordingly. As such its probably going to be getting 3 (or 4 tops) models under the template. Bikes are big and its easy to spread them out.
When you do drop, you want to put every hit ideally on the farseer with fortune. They are only T4, so your going to ID the farseer if it takes a wound. Hes probably going to LoS the attacks, but you take what you can get. Each model has a 75% flat out invulnerable save, except for the baron, so if you do 4 wounds your probably going to kill 1 warlock.
Make sure you don't drop on the side with the baron, as he will blow off all the hits.

Is it worth trading 1 warlock for the despairtek? Probably not. I would save them for the troops that must eventually disembark out of the transports.


Automatically Appended Next Post:
 Godless-Mimicry wrote:
One thing I want to point out though, IIRC the DE FAQ replaced the +1 to pick sides with the +1 to go first, not added to it.
You are correct. Thanks for the correction.


Won't ID the seer with a despairtek. His flamer is str8 vs leadership with the added bonus of wounding on 2+ when attached to deathmarks and targeting their marked unit.

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Connecticut

 hyv3mynd wrote:
Won't ID the seer with a despairtek. His flamer is str8 vs leadership with the added bonus of wounding on 2+ when attached to deathmarks and targeting their marked unit.
Ah...
In that case you need to just go after warlocks. Your not going to anything but take a wound (maybe 2 if your lucky) off a farseer.
   
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Going up against a 2+ rerollable save is futile.

It seems the 1st target should be the DE vehicles with grisley trophies. Once the warlocks start to fail their psychic tests life can return to normal.

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Do the grisly trophies affect Eldar units?
   
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McKenzie, TN

@labmouse42
Nice writeup. Are you trying to remove it's ability to be competitive by telling everyone how to defeat it.

schadenfreude wrote:Going up against a 2+ rerollable save is futile.

It seems the 1st target should be the DE vehicles with grisley trophies. Once the warlocks start to fail their psychic tests life can return to normal.


+1 to this.

You really should kill the grisly trophies first and then the warlocks will start failing psychic tests. The baron is vulnerable to extremely high rate of fire as when he fails his first save he looses the 2++ save and you remove this block.

Thatguyoverthere11 wrote:Do the grisly trophies affect Eldar units?


Yes.
   
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Limerick

The thing is though even killing the Grisly Trophies, the Warlocks still pass more than they fail, and depending on the opponent aren't always reliant on their powers. Against most opponents, who won't be ignoring cover, just getting Conceal off is enough. For this reason, though completely depending on what powers I roll, I often take two Conceals as (a) it is one of the most important powers to get off, and (b) it means I can try to Conceal and Reveal in the same turn.

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Connecticut

 ansacs wrote:
@labmouse42
Nice writeup. Are you trying to remove it's ability to be competitive by telling everyone how to defeat it. .
LOL. I've put lots of thought into that as well, as this is right before I take it to NOVA.

Though to be honest, I have no illusions about my skill as a player. I'm not going to win NOVA. At best I will win my mid level bracket. Discussing the list concept with people will probably help me more than hurt me.

As far as others....well....we will see how many others bring seerStars.


Automatically Appended Next Post:
 Godless-Mimicry wrote:
The thing is though even killing the Grisly Trophie.
And are you going to shoot at the venoms/ravagers or the wave serpents destroying your army?

The idea is to provide a target saturation.

This message was edited 3 times. Last update was at 2013/08/28 01:14:25


 
   
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Limerick

Yup, precisely. It's fairly easy to hide a Venom too.

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To be honest, I don't think there is an easy counter to the Seer Council. Maybe 4 Rune Priests coming out of pods, to provide board wide anti psycher. But you're fairly unlikely to see that in tournament play (albeit not impossible)

Thus, discussing it isn't going to give away any last second secrets. Haha. I figure the best way to play against it is to have the mobility to target other units, hope you secure first blood, and kill all the Troops. Not an easy task, but probably the best bet.

I know that's my general plan if I see it while running my Circus (my current tourney build). Same way I play any difficult match up, buff up my Princes, present no easy targets, attack the seams, and focus on the fights I can win.

If I get a turn where a key power fails, maybe I'd toss in some FF or vector strikes, but for the most part I'd just ignore it.

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Connecticut

 Godless-Mimicry wrote:
Yup, precisely. It's fairly easy to hide a Venom too.
One neat trick I learned is that you can hit and run out of combat on your opponents turn back into your grisly trophies range on your turn.
This lets you safely hide your trophies about 14" away from the enemies instead of being right there.

I got to let you guys know, its not the trophies that are the key point here. Your biggest worry is the fortune wielding seer. That's a bigger problem. I'm probably going to have 2 conceals so going after the trophies will just mean that there are a few less buffs. (empower, enhance) going around.

The best counter to my list is to try and tie up the seers, limit their impact by spreading out, or bringing 4+ rune priests. These are the same tactics you can use on screamerStars. You can expect to see more screamerStars than seerStars by a good margin -- and if you don't have a plan to deal with them, you will be in for a big surprise!

This message was edited 1 time. Last update was at 2013/08/28 01:23:52


 
   
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 labmouse42 wrote:
 Godless-Mimicry wrote:
Yup, precisely. It's fairly easy to hide a Venom too.
One neat trick I learned is that you can hit and run out of combat on your opponents turn back into your grisly trophies range on your turn.
This lets you safely hide your trophies about 14" away from the enemies instead of being right there.

I got to let you guys know, its not the trophies that are the key point here. Your biggest worry is the fortune wielding seer. That's a bigger problem. I'm probably going to have 2 conceals so going after the trophies will just mean that there are a few less buffs. (empower, enhance) going around.

The best counter to my list is to try and tie up the seers, limit their impact by spreading out, or bringing 4+ rune priests. These are the same tactics you can use on screamerStars. You can expect to see more screamerStars than seerStars by a good margin -- and if you don't have a plan to deal with them, you will be in for a big surprise!



Not worried about the Screamerstar. All I have to do is ignore it for a few turns, then assault it with fateweaver. Problem solved.

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Connecticut

anonymou5 wrote:
Not worried about the Screamerstar. All I have to do is ignore it for a few turns, then assault it with fateweaver. Problem solved.
Just make sure fatey has the grimore on him so its rocking a 35/36 save. Otherwise the massive # of attacks will eat fatey fast.
   
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 labmouse42 wrote:
anonymou5 wrote:
Not worried about the Screamerstar. All I have to do is ignore it for a few turns, then assault it with fateweaver. Problem solved.
Just make sure fatey has the grimore on him so its rocking a 35/36 save. Otherwise the massive # of attacks will eat fatey fast.


Fateweaver doesn't leave home without it

Even if he has misfortune I have a 4up dtw with a reroll

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Baron doesnt really give you much tbh, the only significant things are hit and run, grenades, and the trophy for rerolling ldship. Im not saying its not good, but there are drawbacks too.

First of all you have to double force org which a lot of place frown upon.

Must dilute your eldar with those skeevy dark eldar, joking aside you have to add dark eldar troop units when we already have arguably the best troops in the game.

If you arent a tactical failure hit and run is not a necessary tool, with the movement available to the seer council there is no way on earth you should be getting caught by anything that can tarpit your unit.

The baron is JUMP infantry, so unless this seerstar is walking the baron will be holding you back to the tune of 2d6" per turn during the assault phase, and no turbo boosting. If the star is walking then you have already lost the game because the mobile armies of today will just pick you apart from range or ignore you all together.

without the baron you will still have (most likely - stupid random powers):

2+ save
4+ invuln
3+ cover or better
Rerollable saves

Anything long range shooting that requires the use of an invul you will most likely be getting a cover save from, most things that ignore cover dont require an invul and would be taken vs 2+ rerollable armour

Tanking wounds with the baron sounds good until he gets 1 shot by a warp spider/scatterlaser/smartmissile/ anything str 6 or better.

So are all the downsides worth rerolling psychic powers, grenades, and hit and run?

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anonymou5 wrote:
 labmouse42 wrote:
anonymou5 wrote:
Not worried about the Screamerstar. All I have to do is ignore it for a few turns, then assault it with fateweaver. Problem solved.
Just make sure fatey has the grimore on him so its rocking a 35/36 save. Otherwise the massive # of attacks will eat fatey fast.


Fateweaver doesn't leave home without it

Even if he has misfortune I have a 4up dtw with a reroll


Then I would grimoire fatey with my grimoire and misfortune.....


I have played a few games against seercouncil with my screamercouncil and have yet to lose. Yes you can have a 2++ re rollable, but the screamers is a invul yours is just cover (except for the baron), your seer council has just a re rollable 5+ DTW against misfortune mine has a re rollable 4+ usually and 3+ DTW against your warlocks, I have put in 50 points of lesser rewards mainly to get AW as one of them. With all my rolls on divination, I will usually get perfect timing and misfortune, Misfortune usually twice with 4 heralds and the mobility they have on discs means I wont be shooting the baron as the first model and you will have four denies to make with each one of my powers that get thew will be either 3d6 of 3+ or bolts with just your 4++.

Last time I played against them, the baron did get 1 for his very first save, to a str6 FF shot though, that was unlikey to say the least!. You also limit your movement by having the baron in your squad so I will use that to my advantage you also have no shooting to worry the screamers while the screamercounicl can take on the rest of your army with shooting without a issue. Venoms pop easy enough to a few of the results on the warpstorm as well as perfect timing flickering fire and vector strikes.

Of course this is only from two games, one against I a above average player, one against a well known UK tourny player, it is a interesting game for sure and one I will look to repeat again and again to see how it goes. What pts limit are you using it at and whats in the rest of your list bud?




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Admiral General Aladeen wrote:
Baron doesnt really give you much tbh, the only significant things are hit and run, grenades, and the trophy for rerolling ldship. Im not saying its not good, but there are drawbacks too.

First of all you have to double force org which a lot of place frown upon.

Must dilute your eldar with those skeevy dark eldar, joking aside you have to add dark eldar troop units when we already have arguably the best troops in the game.

If you arent a tactical failure hit and run is not a necessary tool, with the movement available to the seer council there is no way on earth you should be getting caught by anything that can tarpit your unit.

The baron is JUMP infantry, so unless this seerstar is walking the baron will be holding you back to the tune of 2d6" per turn during the assault phase, and no turbo boosting. If the star is walking then you have already lost the game because the mobile armies of today will just pick you apart from range or ignore you all together.

without the baron you will still have (most likely - stupid random powers):

2+ save
4+ invuln
3+ cover or better
Rerollable saves

Anything long range shooting that requires the use of an invul you will most likely be getting a cover save from, most things that ignore cover dont require an invul and would be taken vs 2+ rerollable armour

Tanking wounds with the baron sounds good until he gets 1 shot by a warp spider/scatterlaser/smartmissile/ anything str 6 or better.

So are all the downsides worth rerolling psychic powers, grenades, and hit and run?


You can boost but there is where it gets complicated RAW, you will have to boost your bikes first keeping coherency with the baron, then run the baron after. This is because the unit must move the same d6 as what you rolled for the run move so you wouldnt be able to boost past the distance.

This message was edited 1 time. Last update was at 2013/08/28 04:48:09


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you're suggesting they can then turbo boost only d6 inches, hardly worth while.

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Does the baron have grisley trophies or just the vehicles?

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Admiral General Aladeen wrote:
First of all you have to double force org which a lot of place frown upon.


No you don't. Where on earth did you get this idea?

Admiral General Aladeen wrote:
Must dilute your eldar with those skeevy dark eldar, joking aside you have to add dark eldar troop units when we already have arguably the best troops in the game.


You want the Venom for the trophies anyway, and 45pts for Warriors or 50pts for Wyches isn't much of a tax, especially since that unit in their vehicle can act like a Jetbike squad later in the game to grab objectives.

Admiral General Aladeen wrote:
If you arent a tactical failure hit and run is not a necessary tool, with the movement available to the seer council there is no way on earth you should be getting caught by anything that can tarpit your unit.


Hit and Run is not just about not getting caught by the enemy. It gives you tactical flexibility in your turn too. You can use the Council to try and bait an enemy charge to get a unit out of position. You can use combat as a safe haven from a turn of shooting knowing you won't get stuck. And then again, there is your own point of not getting stuck with the enemy, because despite what you have stated, there are faster units out there.

Admiral General Aladeen wrote:
The baron is JUMP infantry, so unless this seerstar is walking the baron will be holding you back to the tune of 2d6" per turn during the assault phase, and no turbo boosting. If the star is walking then you have already lost the game because the mobile armies of today will just pick you apart from range or ignore you all together.

without the baron you will still have (most likely - stupid random powers):

2+ save
4+ invuln
3+ cover or better
Rerollable saves

Anything long range shooting that requires the use of an invul you will most likely be getting a cover save from, most things that ignore cover dont require an invul and would be taken vs 2+ rerollable armour


You get those things without him if you roll the right powers. With him on the other hand you have much closer to a guarantee and know what you are getting.

Admiral General Aladeen wrote:
So are all the downsides worth rerolling psychic powers, grenades, and hit and run?


I haven't really seen 'all the downsides' as you have put it. The only thing you have posted that is truly a downside is losing the ability to Turbo Boost properly; all of your other points were either just alternate tactics or confusing the rules (regarding the opening point above).

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When was the last time you were able to take 3 HQ's without double force org charting? Please inform me as to how that is done, I would like to know.

Everything you just quoted, I said already and you are just telling it to me again. Furthermore there are zero units faster than eldar jetbikes, literally zero.

try again.


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Admiral General Aladeen wrote:
When was the last time you were able to take 3 HQ's without double force org charting? Please inform me as to how that is done, I would like to know.

Everything you just quoted, I said already and you are just telling it to me again. Furthermore there are zero units faster than eldar jetbikes, literally zero.

try again.



You may want to re-read how allies work.

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Admiral General Aladeen wrote:
When was the last time you were able to take 3 HQ's without double force org charting? Please inform me as to how that is done, I would like to know.

Everything you just quoted, I said already and you are just telling it to me again. Furthermore there are zero units faster than eldar jetbikes, literally zero.

try again.



Daemons can take 4 Heralds in one HQ slot. But only as a primary detachment.

And while the Screamerstar isn't faster than jetbikes, it's almost as fast....with a 24 inch range shooting attack. Good enough.

Edit: Also Warlocks can be taken in multiples without using a force org slot, and two Farseers is two HQ slots.

This message was edited 1 time. Last update was at 2013/08/28 23:07:48


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Bah!! edited for failure! 99% of my previous points stand though, just ignore the double force org part which really had nothing to do with this anyway.

This message was edited 2 times. Last update was at 2013/08/28 23:30:34


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Admiral General Aladeen wrote:
anonymou5 wrote:
Admiral General Aladeen wrote:
When was the last time you were able to take 3 HQ's without double force org charting? Please inform me as to how that is done, I would like to know.

Everything you just quoted, I said already and you are just telling it to me again. Furthermore there are zero units faster than eldar jetbikes, literally zero.

try again.



Daemons can take 4 Heralds in one HQ slot. But only as a primary detachment.

And while the Screamerstar isn't faster than jetbikes, it's almost as fast....with a 24 inch range shooting attack. Good enough.

Edit: Also Warlocks can be taken in multiples without using a force org slot, and two Farseers is two HQ slots.


Did you even read the thread? Hes trying to tell me 2 farseers and baron sarth do not require double force org..


Yeah, I realized that after my edit (on my phone, apologize) I'd go fix my comment but you already replied.

It doesn't though. Primary Eldar with two farseers. Allies: Dark Eldar with the Baron.

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