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Made in au
Sister Oh-So Repentia




Brisbane, Australia

Hey guys.

I am looking at building an army around a seer council. I wrote up a quick list, that I think should perform adequately. I want the council on foot, any suggestions are welcome however.

The second farseer joins the farseer and his warlock bodyguard*

HQ
Avatar 155

Farseer 90
Mind War, Runes of Warding

Farseer 143
Runes of Witnessing, singing spear, spirit stones, doom, fortune

Warlock Bodyguard 280
9 warlocks
Conceal, 2 destructor, enhance, 1 embolden

Wave Serpent, twin-linked shuriken cannons 100

Elites
6 Fire Dragons 96




Troops
10 Dire Avengers 152
Exarch with bladestorm, 2 shuriken catapults
Wave Serpent, twin linked shurkien cannon 100


6 Pathfinders 144

5 Pathfinders 120


Heavy Support

Wraithlord 130
Brightlance

Wraithlord 110
Wraithsword, Shuriken cannon

Falcon 130
scatter laser

The fire dragons jump in the falcon. I'm tempted to drop one unit of pathfinders in favour of either scorpions or banshees, and run them in the dire avengers serpent, along with the seer souncil.

Cheers for any input
   
Made in au
Implacable Black Templar Initiate







3 HQ's are illegal

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No wait I'm not ARGHHH
We kick em in the balls

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Brother there are rippers closing in on the right RIPPERS''
"there only 3 of them"
"Fire upon the rippers NOW'' 
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

Ok, this is going to sound awfully rude of me, but I msut say it anyway. Your foot slogging Council (minus the extra Seer as its an illegal move) is going to get raped, and you certainly don't have enough troops to back you up or force your opponent into a corner. Wave Serpents with a little focused fire go down like a sack of poo and will leave your council stranded on foot. Ideally in a force like this you would want two units of DA's so you can make damn sure your focused fire is going to really count. To give you an idea of how id beat this here is a brief picture:

1. Move my units out of your firing lanes for the Rangers/Pathfinders.
2. Lure you around whilst putting a few focused shots into your transports, either destroying them or to some efect making them redundant
3. With your fire lanes being of no use and your Seer Council / Dire Avengers / Fire Dragons (any of) stranded, and the rest of your army trying to catch up, your primary asset and lack of troops has now put you in a place where I can pick you off piece-meal until your big boys show up.
4. By this time your forces are possibly scattered, being pulled apart by focused fire with you unable to recover ground in a hurry and playing the whole "contest everything I can" game because you have two units (Rangers etc) moving, unable to fire trying to contest/take objectives, and one (DA's) that is being pulled apart without getting into the fight

In short I can't see a solid center of gravity that pulls your force together to fight as a whole, just looks like it could end up like a "pool table break" with everything ending up all over the board, chasing the enemy down, when they should be chasing you. The more turns your opponent rolls more dice than you, the worse off you're going to be by the turn you get close enough to start rolling dice yourself. Looks like the majority of your army (Rangers, Pathfinders, Wraithlords, Avatar, Council etc) is going to end up running the whole time and not rolling dice if the enemy uses cover properly, and you dont have enough units to fight attrition style, and not enough mobility to put everything in his face on the first turn and survive.

Arm the Wave Serpents up with TL-BL and focus on the armour straight up, so you dont have to worry about it later when your troops are mopping up the enemy troops, make your range work for you early on, else they get the first shot and your transport is wasted. Your army focus seems a little disjointed in the fact you have half Mech half Slogger, and the way its configured you will get picked off piece-meal unless your serpents stay close to your anvil (Avatar and Lords), which is not what they are designed for really... speed is their asset and main focus.

Personally, id ditch the rangers and throw in another DA unit, perhaps break the Council down a bit and stick them on bikes, then they don't rely on a "lucky shot, you're stranded" transport. Putting them on bikes gives you a T4 3+/4+inv (re-rollable) unit with an extra 6" move in the Assault phase to increase their survivability. Throwing in a few spears will also make your Dragon's redundant as they can hunt armour faster and keep at range without the inevitable suicide squad stigma that Dragon's have become accustomed to. Although, reading that you want it on foot, heck go for it, just thought id bring up some points though

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Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

Morachi wrote:Ok, this is going to sound awfully rude of me, but I msut say it anyway. Your foot slogging Council (minus the extra Seer as its an illegal move) is going to get raped, and you certainly don't have enough troops to back you up or force your opponent into a corner. Wave Serpents with a little focused fire go down like a sack of poo and will leave your council stranded on foot. Ideally in a force like this you would want two units of DA's so you can make damn sure your focused fire is going to really count. To give you an idea of how id beat this here is a brief picture:

1. Move my units out of your firing lanes for the Rangers/Pathfinders.
2. Lure you around whilst putting a few focused shots into your transports, either destroying them or to some efect making them redundant
3. With your fire lanes being of no use and your Seer Council / Dire Avengers / Fire Dragons (any of) stranded, and the rest of your army trying to catch up, your primary asset and lack of troops has now put you in a place where I can pick you off piece-meal until your big boys show up.
4. By this time your forces are possibly scattered, being pulled apart by focused fire with you unable to recover ground in a hurry and playing the whole "contest everything I can" game because you have two units (Rangers etc) moving, unable to fire trying to contest/take objectives, and one (DA's) that is being pulled apart without getting into the fight

In short I can't see a solid center of gravity that pulls your force together to fight as a whole, just looks like it could end up like a "pool table break" with everything ending up all over the board, chasing the enemy down, when they should be chasing you. The more turns your opponent rolls more dice than you, the worse off you're going to be by the turn you get close enough to start rolling dice yourself. Looks like the majority of your army (Rangers, Pathfinders, Wraithlords, Avatar, Council etc) is going to end up running the whole time and not rolling dice if the enemy uses cover properly, and you dont have enough units to fight attrition style, and not enough mobility to put everything in his face on the first turn and survive.

Arm the Wave Serpents up with TL-BL and focus on the armour straight up, so you dont have to worry about it later when your troops are mopping up the enemy troops, make your range work for you early on, else they get the first shot and your transport is wasted. Your army focus seems a little disjointed in the fact you have half Mech half Slogger, and the way its configured you will get picked off piece-meal unless your serpents stay close to your anvil (Avatar and Lords), which is not what they are designed for really... speed is their asset and main focus.

Personally, id ditch the rangers and throw in another DA unit, perhaps break the Council down a bit and stick them on bikes, then they don't rely on a "lucky shot, you're stranded" transport. Putting them on bikes gives you a T4 3+/4+inv (re-rollable) unit with an extra 6" move in the Assault phase to increase their survivability. Throwing in a few spears will also make your Dragon's redundant as they can hunt armour faster and keep at range without the inevitable suicide squad stigma that Dragon's have become accustomed to. Although, reading that you want it on foot, heck go for it, just thought id bring up some points though


i totally agree with this post and would like to say that you lack a balanced army or a one sided army. also you put too many points into the seer counsil

DC:90+S++G++MB+I+Pw40k98-ID++A++/hWD284R++T(T)DM+

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

If you want an Uber Seer Council that rocks in cc, take
Eldrad, Yriel, and 10 Warlocks, and stick them into a Serpent. Build the army from there...

Former moderator 40kOnline

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Made in us
Longtime Dakkanaut





I like either all jetbike/mech mobile or all foot. Mixing the two doesn't work so well. I would go more mobile with more dire avengers in a serpent for other troops choice and Fire Prisms for heavies instead of Wraith Lords

For the HQ seer council you can either run Eldrad, Yriel, and 10 warlocks in a Serpent with spirit stones and vectored engines like Wuestenfux said or you can go with Farseer in Jetbike, Autarach on Jetbike and 10 warlocks on jetbikes. Really depends on what you want out of it.

This message was edited 1 time. Last update was at 2008/08/26 18:40:08


 
   
Made in au
Sister Oh-So Repentia




Brisbane, Australia

Cheers for the tips guys.

I didn't even think about the 3 HQ thing*
   
Made in us
Been Around the Block





seer council needs to be on bikes, ive tried them in 5th with and without and the T4 really makes a difference believe it or not.
   
 
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