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![[Post New]](/s/i/i.gif) 2011/06/11 20:29:20
Subject: -=-Answered-=- Eldar Jetbike* Seer Council Conversion Bases -=-Answered-=-
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Fresh-Faced New User
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Quite simply: What base size should I use?
I've seen both large (60mm) and small (30mm) flying bases for conversions. Want to make sure it's legal so I can use in tournaments, most notably 'Ard Boyz when it comes in August.
I'm only using GW bits and some greenstuff, and TBH probably some heavy basing material so they don't tip so much.. But unless I'm mistaken, the only other thing to pay attention to would be the base.
If there might be anything else I should make sure of, just mention it please, I'm pretty new to this
Thank you Dakka for all your help!
-=-Answered-=-
Can use either 60mm or 30mm bases, bigger probably better for stability.
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This message was edited 1 time. Last update was at 2011/06/19 21:03:52
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![[Post New]](/s/i/i.gif) 2011/06/11 21:02:45
Subject: Eldar Seer Council Conversion Bases
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[MOD]
Making Stuff
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Flying bases? Are you asking about a jetbike Seer Council, perhaps?
If that's the case, just use whatever comes with the jetbikes. They've been supplied with both sized bases over the years (and before that with 30-ish mm hex bases) so people are generally used to seeing them on either.
If you're using metal parts, I would recommend the 60mm if possible, for stability.
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![[Post New]](/s/i/i.gif) 2011/06/13 14:44:09
Subject: Re:Eldar Seer Council Conversion Bases
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Wicked Warp Spider
A cave, deep in the Misty Mountains
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Yeah, I would go for the bigger bases tbh. Firstly it grants more stability, second it looks better on the model, and thirdly you can make a cooler base cause you have more space!
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Craftworld Eleuven 4500
LoneLictor on thread about an ork choking the Emperor:
LoneLictor wrote:I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.
Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space. |
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![[Post New]](/s/i/i.gif) 2011/06/13 17:05:11
Subject: Re:Eldar Seer Council Conversion Bases
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Longtime Dakkanaut
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#1) Use the base that comes with the Jetbike. You "can" use small or large
#2) Don't waste your money, Warlocks just took a serious kick with the Grey Knights dex. Most 'ard boyz area will prob have quite a few GK players and at that point cost most likely have Storm Ravens. Against GK Storm Ravens seer councils auto die.
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![[Post New]](/s/i/i.gif) 2011/06/13 20:40:21
Subject: Re:Eldar Seer Council Conversion Bases
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Member of the Malleus
SLC, UT
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BlueDagger wrote:#1) Use the base that comes with the Jetbike. You "can" use small or large
#2) Don't waste your money, Warlocks just took a serious kick with the Grey Knights dex. Most 'ard boyz area will prob have quite a few GK players and at that point cost most likely have Storm Ravens. Against GK Storm Ravens seer councils auto die.
How did locks take a kick in the  ? In any fast eldar army farseer + locks on bikes with doom, fortune, embolden, enchance, and at least one destructor (i usually have 2) is a pain for the other player. It's a fantastic squad. Reroll to wound, saves, and Ld. NFW won't do a thing to them. Power weapons? pft... so? Special Ld test or removed? Only the farseer has to worry, and he's Ld10 with a reroll. Sure they might go last in initiative, but rerolled saves means much less death. I've gone whole games with that squad taking almost every last shot and not losing a single guy. With witchblades the GK's vehicles and especially the DK are as good as dead. With 5 models it's 12 WS5 and 3 WS6 attacks that wound on a 2+ with rerolls and S9 vs vehicles? Explain to me how GK auto-trump this?
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"Huddle close to your Emperor if he makes you feel safe. He cannot save you, for only Chaos is eternal."
Cross: Noun. A thing you nail people to.
Iron Warriors 3k Yme-Loc 6k
Grey Knights 2k <3 Harlequin WIP
Vampire Counts 3K Dwarfs 2k
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![[Post New]](/s/i/i.gif) 2011/06/13 20:46:36
Subject: Re:Eldar Seer Council Conversion Bases
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Shrieking Guardian Jetbiker
Los Angeles, CA
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Sothas wrote:BlueDagger wrote:#1) Use the base that comes with the Jetbike. You "can" use small or large
#2) Don't waste your money, Warlocks just took a serious kick with the Grey Knights dex. Most 'ard boyz area will prob have quite a few GK players and at that point cost most likely have Storm Ravens. Against GK Storm Ravens seer councils auto die.
How did locks take a kick in the  ? In any fast eldar army farseer + locks on bikes with doom, fortune, embolden, enchance, and at least one destructor (i usually have 2) is a pain for the other player. It's a fantastic squad. Reroll to wound, saves, and Ld. NFW won't do a thing to them. Power weapons? pft... so? Special Ld test or removed? Only the farseer has to worry, and he's Ld10 with a reroll. Sure they might go last in initiative, but rerolled saves means much less death. I've gone whole games with that squad taking almost every last shot and not losing a single guy. With witchblades the GK's vehicles and especially the DK are as good as dead. With 5 models it's 12 WS5 and 3 WS6 attacks that wound on a 2+ with rerolls and S9 vs vehicles? Explain to me how GK auto-trump this?
Mindstrike missiles will cause each warlock hit to automatically take a perils of the warp attack when struck, in addition to the regular S4 hit it causes. Stormravens carry 4 of them, and can fire them as defensive weapons.
Warlocks do not have ghost helms. Warlocks get a 4+ invul save that they must re-roll if they pass. Thats how.
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Eldritch Raiders 2500
Ogre Kingdoms 1500
LotR-Mordor 750 |
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![[Post New]](/s/i/i.gif) 2011/06/13 21:04:43
Subject: Eldar Seer Council Conversion Bases
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Decrepit Dakkanaut
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Every warlock hit having a 25% chance of living is why you care about GK....
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![[Post New]](/s/i/i.gif) 2011/06/13 21:39:29
Subject: Re:Eldar Seer Council Conversion Bases
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Longtime Dakkanaut
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As the others stated those only thing to heavily fear in the whole dex is Mindstrike Missiles. If the blast covers a Farseer, Warlock, or Shadowseer they automatically take a Perils of the Warp. If the GK player takes a StromRaven you can kiss that unit goodbye since even with fortune you will havea 50% chance of living and that is even before the wounds from the S4 hits comes into play. With 4 shots that can be fired all at once, it won't be terribly hard to hit all or the majority of the squad. Guardian Jetbike units with a Warlock it hurts, but won't cost the game. With a Seer Council point cost you will be horrifically crippled.
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![[Post New]](/s/i/i.gif) 2011/06/19 21:00:52
Subject: Re:Eldar Seer Council Conversion Bases
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Fresh-Faced New User
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Fantastic quick responses! Thanks!
My apologies for not responding sooner. I have a nasty tenancy to forget about posts...
Again thanks to all! I think I'll probably just end up using the bigger ones, make a much nicer ending model. Stable too!
I'm looking to try and field a double Farseer list I'll be posting soon in the right forum  I'm trying to keep it tweaked a bit away from the norm, but Mech Eldar is Mech Eldar..
Well I play against a lot of mech and find myself struggling with AV 12-13 front (lots of SM variants using preds and dreads), and using 3x FD wagons is only good at taking out three targets. So I've been wanting something to run up and pop those dreads and tanks without taking too much flak in return. I usually use a Nightspinner + 6 x War Walkers for my heavy slots. Been thinking of going all Walkers. With SL they put out a ridiculous amount of dakka for 180 pts, just doesn't leave me with the option of TL S10 AP1 of the fire prisms. But it lets me relatively reliably put 10 wounds on MEQ. Less threat to AV. Hm...
In an effort to keep this from going off topic, I've edited the title to reflect my answered question.
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This message was edited 1 time. Last update was at 2011/06/19 21:05:51
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