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Made in gb
Towering Hierophant Bio-Titan





Fareham

Recently ive got into eldar after finally picking up the eldar codex (1st time since i started gaming a long time ago) and had a quick flick through.
Ive noticed there was a ton of hype about seer councils and how effective they were, mainly jetseers.
Was really just wondering if they can still have a big impact in 6th or if they are now a waste of time and effort.
And if so, whats the best way to go with them?

Im seeing you can either run pure jetseers, or in a serpant.

Obvious perk of being in the serpent is a quick armoured transport, and eldrad can also tag along.
But bikes give them a nice edge on movement, better save and seem pretty amusing to convert.

But all in all, i really want to know if its a dying idea or one worth doing, and if so, how is best to run them please?

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

I am pretty sure Fritz just did an article on this not too long ago

fritz40k.com

I have a love /hate relationship with anything green. 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Eldar jetbikes are pretty awesome in this edition. They can effect nearly any target in the game on turn 1 or 2. (depending if they want to shoot)

The seer squad on foot has the big problem of not being able to assault the turn it disembarks. This means on turn 1 they rush up, turn 2 they disembark, turn 3 they can assault. That's a pretty big hinderance on a squad full of wytchblades.

Thats why I would run seer bikes if I were to use a council.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Deuce - I found his one in a search.
Seems to be more of a general over view of the seer council rather than the way it works and how he constructs it.


Labmouse - Thanks
I saw the serpend idea and realised 6th killed off the assault idea, which really hinders the unit.
The only real way of doing it would be to get out, then move the serpent infront as a shield.

Seems so far that jetbikes are the way forward

   
Made in us
Furious Fire Dragon






I have started to read and see people running their bikes councils with 2 seers. One with fortune and doom, the other rolling for book powers. Depending who you play you can change how many rolls you take in each category. Most of the time you roll all on divination. Before you charge someone you cast prescience on yourself to re-roll all your hits, doom the target to re roll all wounds against the target, and misfortune to force them to re-roll all armour saves. It is quite scary. The best numbers for councils vary. But for 1500 or less, 6 warlocks see to work. but I've even seen 10 man councils fit in at 1500.

I run 6 jetlocks, 4 destructors, 1 enhance, 1 embolden

6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
 
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

I run my Seer Council just about every game. I don't quite use them very traditionally though, they are typically on foot and with Eldrad, hiding behind stuff while he casts powers. I use them just as a rerollable Invuln bubble around Eldrad. Either the entire team Focus Fires them and they all die but Eldrad, than I have him hope into another squad or into a transport or they ignore him and concentrate on all the other treats. 9/10 I would say they get ignored, which is exactly the desire. This works in my Local Meta, and may not for you though.

Edit: Also if you are running at Jet Seer Council don't forget (IIRC) that Singing Spears still hit at S9 + 1D6 and not the new crappy S3 + 2D6.

This message was edited 1 time. Last update was at 2012/10/24 20:06:58


 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Thanks again for the info

I usually play between 1,500 - 2,000
Any higher and i run my nids instead.

Im thinking of going for the jetseer idea now.
Being mainly a converter/painter it seems like the more fun option of the 2.

So, with that decided, its time to think about the actual unit.
Want to run a decent enough sized unit that it will have alot of impact.
But also dont want to sink 1/2 my points into a single unit.

So im thinking 4-6 ish warlocks should do it, and with the rules on weapons, it might be worth buying them all a spear.
The few points it costs really works out alot better as an average witchblade roll would be 10 against armour -_-

However, my biggest downfall is when it comes to the powers and chosing them for the unit.
This will be the 1st time ive run an eldar army, so its going to take some getting used to.

Currently the only eldar i have is a farseer, 3 warlocks, 10 wraithguard, 10 rangers (run 5 as pathfinders) and 2 wraithlords.
Hoping i can drag the jetseers in with this list.

Thanks again for the info

   
Made in us
Furious Fire Dragon






If you run 6 warlocks I would go 2-4 destructors, 1-2 enhance, 1-2 embolden, 0-2 naked. I have recently switched to not taking any spears. When they are locked in combat, and they definitely will be, the spears just dont cut it. They only get 1 attack. And The council still chops up rear armour av10 perfectly fine. And av10 is what almost all vehicles have for rear armour. Just dont assault a land raider and your fine.

possible build
farseer- fortune, runes of warding
2 warlocks destructor
1 embolden
1 enhance
2 bare

This keeps it a little cheaper but still has enough bodies.

6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Thanks raz
Looks pretty damn good actually.
I may be tempted to sneak in a spear or 2 though just incase, as i do tend to play a few marine players.
So the odds of seeing a LR are pretty high for me.

Also, since its cheap on points, it means i could drag eldrad into the list still to help out with wraithguard and dires.
Bladestorming with re-rolls has seemed pretty amusing to me

   
 
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