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Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

So what's the general thoughts on Farseer Powers? After reading it my initial idea was a Doom/Guide combo, rerolling hits and wounds, pure pain. However most of what I see mentioned is Guide/Fortune.

 
   
Made in us
Infiltrating Oniwaban






It's a matter or purpose. Doom/Guide increase your hitting power, Guide/Fortune increase your hitting power _and_ your survivability. As Eldar often have trouble living long enough to dish out the pain, I prefer the latter. Well, actually, I prefer Doom and Fortune as Doom allows more of your units increased performance (against one enemy unit, but it's really, really useful against Marine equivalents).

Infinity: Way, way better than 40K and more affordable to boot!

"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze 
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Doom is very good with banshees, giving thier mediocre strength of 3 a re-roll.

   
Made in ca
Deadly Dire Avenger





Doom/Fortune is often the optimal choice, but then again you could always just take Eldrad himself and do any combination of the 3 buff/debuffs as the situation calls for AND have a 'spin the tank to face away so the guardians Scatter Laser can penetrate its weak ass' tricks once in a while. Hehe...its so rude to do that.



www.filthy13.com 
   
Made in us
Executing Exarch





Los Angeles

What powers you give your farseer depend on the role you want him to play in your army. If he is going to be moving forward and support assault troops doom and fortune are both very useful. If you are going to have him sitting in your back field, doom will probably be out of range and fortune is less likely to have a good target. In this case, using guide on units like dark reapers or war walkers is a much better option.

To some degree, the unit you are supporting also makes a difference. If you are going to be with a unit of striking scorpions (who can't fleet) it might be worth picking up mind war if you think you are likely to face opponents that have hidden fists and similar such squad members in their units that could prove to be a very large threat to you. If you know you will be facing a light army such as guard infantry, you may even want to consider eldrich storm (but this is really a very situational power).

In the end, the question of what powers you farseer should use will be dictated by what you really want him to acomplish.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Infiltrating Oniwaban






Caedesis is right- if you're fielding a foot Farseer, plumping the extra points for Eldrad is almost always useful. Not only does he have more powers per turn than two Seers, he's tougher and better in a CC scrap when necessary.

Infinity: Way, way better than 40K and more affordable to boot!

"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze 
   
Made in ca
Deadly Dire Avenger





Eldrad vrs Regular Farseer

Pro:
Eldrad has all the powers.
Eldrad wont melt his own brain and kill himself if he rolls perils of the warp.
Eldrad can redeploy.
Eldrad is a bit better in CC, but this is a waste of his talents.
Eldrad can use 3 powers instead of 2, and 2 can be identical.

Con:
Eldrad is expensive for an HQ. Nearly twice that of a normal Farseer.
Eldrad still is pretty fragile compared to many other HQ's.
Eldrad may not be able to use all his powers effectively on each turn, especially getting past turn 4 or 5.
Eldrad does nothing good for mech-lists.

Question really is...does your list already have enough to accommodate the extra points Eldrad needs? Most Eldar lists arn't that hard to figure out. If you have the room and want to run a Farseer with the powers, Eldrad is the way to go. Otherwise go as cheap as you can with a Farseer and save the points for elsewhere. Eldrad is awesome, but dont take him blindly in every list.



www.filthy13.com 
   
Made in us
Regular Dakkanaut




Flower Mound Texas

My bike seer has mindwar fortune.
He cruises around with my shining spears or other bike squads. In a pinch I'll use him to take on IC's annoying heavy weapon troopers, MC's, and veteran sergeants
I know mind war isn't dependable against many IC's but the power has a lot of flexibility. Taking the pk nob out with it and running a wraithlord into combat won me a game.

All out of witty one-liners. 
   
Made in us
Infiltrating Oniwaban






Still on the Farseer use topic but perhaps a bit tangential:

My bike Seer kills almost as many tanks as the rest of my anti-tank forces combined, thanks to his excellent mobility and great BS. That sniping, JSJ, BS5 S9 spear is so, so worth the 3 points.

Infinity: Way, way better than 40K and more affordable to boot!

"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze 
   
 
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