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Made in gb
Horrific Howling Banshee






Just going to have my first game with new Eldar and wondering how best to employ my farseer, and what combination of powers to take. Any advice from things people have tried so far.

At the moment I am thinking of putting him with 5 basic harlequins and a Shadow Seer and hanging around at the back, as a counter attach unit against deep strikers and the like, whilst firing powers off. Expect I will go for guide (I think from memory that is the primeris) but what else?

Thanks,

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Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

It seems as though Farseers are back-field support, and Spiritseers are the mega-warlock.

My Farseer was on a jetbike pre-codex, but now sits with the Warwalkers, Falcon and Wraithlord.
I've only just sliced the new Farseer model at the waist, to fit on a bike, but I don't think I'll ever use it like that any more. Doh. Where's the glue?

As for powers, I'm still going for Fortune when I can. My DA squad I teamed it with lasted far longer than the squad it didn't.

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Swift Swooping Hawk






Two at the moment, both on jetbikes with a GJB squad.

One I roll on Runes of Battle looking for Doom or Fortune (usually end up with one) then Guide and Prescience.

Second I look for Scryer's Gaze, couple of other ones can be useful too.
   
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Sinewy Scourge




Powers wise I roll on RoB if I get doom/fortune keep otherwise drop for guide, then roll Divination if I get Misfortune/forewarning keep otherwise drop for prescience. Then I pick up either Prescience or Guide whichever I'm missing.
   
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Longtime Dakkanaut






Scyzantine Empire

I ran mine in a squad of wraithguard with a waveserpent nearby in my last game as a backfield support force multiplier. I gave him Guide, Prescience, and got lucky with rolling Fortune. Able to buff my lone Prism (1k point game) and a nearby squad of Dire Avengers, they hurt they put out was amazing.

His unit (paired with a Firesabre/Banshee Mask/Fusion gun Autarch) managed to clear an objective in the middle of the table on turn 4 between shooting and assault.

Despite having to roll for powers, having guaranteed Guide and Prescience is a great diffuser, allowing the last power to be a nice bonus. I'll probably be taking it from Divination in the future, though.

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Swift Swooping Hawk





Massachusetts

I've only had two battles, but I've used my Laughing farseer both times and loved it.

Farseer - Jetbike, Mantle of the Laughing God - 155

The first battle I took, Guide, Prescience, and ended up with Death Mission.

The second battle I took all the Primaris Powers and he was super effective : Guide, Prescience, and Psychic Shriek. He can caused quite a bit of damage and help support the entire army so well.

Tonight I'm going to use a farseer with the Shard of Anaris, sitting with a big block of guardians who have shrouding behind an aegis. I'm excited.

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Agile Revenant Titan





Scotland

I usually run one at 1500pts kitted out like so:

Farseer - 120pts.
w/ Singing Spear, Eldar Jetbike.

I'll use her as the buff-machine she truly is, which usually entails rolling once on Runes of Fate and twice on Divination. The best Combination would be Guide, Prescience and Misfortune/Forewarning.

If I get Doom or Fortune however, I'll usually roll once more on Runes of Fate and once on Divination, giving Doom/Fortune, Guide and Prescience.

Iranna.

This message was edited 1 time. Last update was at 2013/06/19 18:04:42


 
   
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Boom! Leman Russ Commander





Brisbane, Australia

I run a farseer on a bike for my Tau.

He's great, he gives re-rolls to two different units, has BS5 and a decent shooting attack (I like singing spear, if I'm in range.). He can deepstrike with my commander's team and he can thrust move like they can.

he can also keep safe with the riptide...

very versatile unit, though I think most people use guide/prescience builds.

 
   
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Horrific Howling Banshee






Can I just clarify something regarding generating psychic powers :

Is it acceptable for example to roll one on for example Divination, then depending on what you get - take another from divination?

I would have thought you had to say at the start "I will take 2 from x and 1 from y" rather than choosing depending on what you already know you have

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Regular Dakkanaut




 Skinnereal wrote:
It seems as though Farseers are back-field support, and Spiritseers are the mega-warlock.

My Farseer was on a jetbike pre-codex, but now sits with the Warwalkers, Falcon and Wraithlord.
I've only just sliced the new Farseer model at the waist, to fit on a bike, but I don't think I'll ever use it like that any more. Doh. Where's the glue?

As for powers, I'm still going for Fortune when I can. My DA squad I teamed it with lasted far longer than the squad it didn't.


you can't cast psyker powers on a non battle brother squad. way to cheat. before you say "well i cast it on the farseer and he confers it to the squad. you can't join a nonbattle brother squad either...

it's amazing who feels qualified to give advice on this forum.

This message was edited 1 time. Last update was at 2013/06/19 17:00:41


 
   
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Ambitious Acothyst With Agonizer




Boston, MA

phoenixrisin wrote:
 Skinnereal wrote:
It seems as though Farseers are back-field support, and Spiritseers are the mega-warlock.

My Farseer was on a jetbike pre-codex, but now sits with the Warwalkers, Falcon and Wraithlord.
I've only just sliced the new Farseer model at the waist, to fit on a bike, but I don't think I'll ever use it like that any more. Doh. Where's the glue?

As for powers, I'm still going for Fortune when I can. My DA squad I teamed it with lasted far longer than the squad it didn't.


you can't cast psyker powers on a non battle brother squad. way to cheat. before you say "well i cast it on the farseer and he confers it to the squad. you can't join a nonbattle brother squad either...

it's amazing who feels qualified to give advice on this forum.


Er, it seems most likely that he meant a squad of Dire Avengers, not Dark Angels. But you know, don't let that stop you.

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Veteran Wolf Guard Squad Leader



DC Metro

This is how I use a farseer.

2 Farseers on Jetbikes 230
6 Warlocks on Jetbikes 300
4 deckchairs of 3 EJBs 204
3 Hemlock Wraithfighters 555
3 Wraithlords with double Eldar Missile Launchers, double flamers, and ghost glaives. 555

Cram two of them into a list built to grief people with Telepathy powers and morale checks. Fly around spamming Maledictions and don't slow down unless you get a chance to ROFLstomp something with Psychic Shriek after one or two applications of Horrify, a really, really juicy Puppet Master shot.
   
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Judgemental Grey Knight Justicar




USA

 eohall wrote:
phoenixrisin wrote:
 Skinnereal wrote:
It seems as though Farseers are back-field support, and Spiritseers are the mega-warlock.

My Farseer was on a jetbike pre-codex, but now sits with the Warwalkers, Falcon and Wraithlord.
I've only just sliced the new Farseer model at the waist, to fit on a bike, but I don't think I'll ever use it like that any more. Doh. Where's the glue?

As for powers, I'm still going for Fortune when I can. My DA squad I teamed it with lasted far longer than the squad it didn't.


you can't cast psyker powers on a non battle brother squad. way to cheat. before you say "well i cast it on the farseer and he confers it to the squad. you can't join a nonbattle brother squad either...

it's amazing who feels qualified to give advice on this forum.


Er, it seems most likely that he meant a squad of Dire Avengers, not Dark Angels. But you know, don't let that stop you.

I agree that he likely meant Dire Avengers.

It's amazing who feels qualified to give unfounded criticism on this forum.

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Sybarite Swinging an Agonizer






I know this should be a rules question but, I think it to be Eldar specific so here goes;

When you roll psychic powers do you declare before you make all your rolls which chart you're rolling? (e.g div, tele, fate)

Or, can you roll 1 div, then declare fate and roll 1 fate (or whatever) unitl you reach your total?

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Made in fi
Homicidal Veteran Blood Angel Assault Marine





I was making a 500p list of Eldies and I ran into a little problem. 30 points too much and I simply couldn't find anything to take off. So I started thinking about a Spiritseer. Many people don't seem to use them (other than Iyanden-player with wraithspam). Why is that? A 70p lv2 psyker with only slightly worse statline and I even like his powers!

Opinions?

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Veteran Wolf Guard Squad Leader



DC Metro

RancidHate wrote:
I know this should be a rules question but, I think it to be Eldar specific so here goes;

When you roll psychic powers do you declare before you make all your rolls which chart you're rolling? (e.g div, tele, fate)

Or, can you roll 1 div, then declare fate and roll 1 fate (or whatever) unitl you reach your total?


You pick a table. Roll once. If it's too many Warp Charge for the pysker to use, reroll. Decide whether to keep the power or trade for the primaris. Then you pick a table for your next power and repeat the process.

It's spelled out explicitly in the rulebook on page 418 of the big rule book, under the heading "Generating Psychic Powers", in the page of rules right before the list of Biomancy powers.
   
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Sybarite Swinging an Agonizer






DaddyWarcrimes wrote:
RancidHate wrote:
I know this should be a rules question but, I think it to be Eldar specific so here goes;

When you roll psychic powers do you declare before you make all your rolls which chart you're rolling? (e.g div, tele, fate)

Or, can you roll 1 div, then declare fate and roll 1 fate (or whatever) unitl you reach your total?


You pick a table. Roll once. If it's too many Warp Charge for the pysker to use, reroll. Decide whether to keep the power or trade for the primaris. Then you pick a table for your next power and repeat the process.

It's spelled out explicitly in the rulebook on page 418 of the big rule book, under the heading "Generating Psychic Powers", in the page of rules right before the list of Biomancy powers.


Thanks much but, man I feel silly, my BRB was packed for the past 2 months due to moving and trying to find a place.

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Made in au
Dakka Veteran




First preparation step, take the Spirit stone of Anath'lan (unless Eldrad of course).
Second preparation step should be to have something that benefits reasonably well from Guide should you default. Sounds obvious but sometimes people run all Waveserpents, Jetbikes, Aircraft and whatnot.
Last preparation step, realise Farseers are mainly offensive psykers in the new book, and prepare supporting units accordingly so they can operate in that 12-24" band - Small Harlequin units, Jetbikes, Wraith units, Vauls support all make reasonable mid-field bunkers for the Farseer in various matchups.

I *usually* roll like this.

First roll Runes of Fate.

if Executioner, swap for Primaris, and roll Telepathy x2

if Doom, keep, roll Fate again, if good Witchfire, keep and roll Divination; if unsuitable (Executioner always, matchup dependant for Death Mission/Mind War/Eldritch Storm) swap for Primaris and roll Telepathy x1; if Fortune, roll Divination OR Telepathy depending on lists*

if Eldritch, review matchup. Large infantry swarms and/or vehicle farms? Keep, roll Fate again, if Doom/Fortune keep and roll Divination, if Witchfire/Death Mission swap Primaris and roll Divination. If Eldritch is not good for matchup (e.g Flyer/Monstrous Creature heavy), Swap for Primaris and roll Telepathy x2

if Death mission, review matchup. If likely to be a tight game with decisive close combat on turns 4/5, keep, roll Fate again, if Doom/Fortune keep and roll Divination; otherwise swap for Primaris and roll Telepathy x2**

if Fortune, keep, roll Fate again, if good Witchfire, keep and roll Divination; if unsuitable (Executioner always, matchup dependant for Death Mission/Mind War/Eldritch Storm) swap for Primaris and roll Telepathy x1; if Doom, roll Divination OR Telepathy depending on lists*

if Mind War, review matchup. Solo Characters and/or Monstrous Creatures and/or dangerous vehicles reliant on their BS? Keep, roll Fate again, if Doom/Fortune keep and roll Divination, if Witchfire/Death Mission swap Primaris and roll Divination. If Mind War is not good for matchup, swap for Primaris and roll Telepathy x2

*If you have Doom and Fortune rolled it's basically your call what is going to help you more, Be mindful if you roll Invisibility or Hallucination you can't cast all 3 powers in one turn, the flip side is Invisibility+Fortune combo crazy well, and with Doom/Hallucination your seer can screw over two units within 24". Forewarning and Fortune also combo well, Misfortune and Doom again let you screw over two units within 24".

** If you have the Avatar. Phoenix Lord, Illic, Yriel, or Autarch in your army, they're better off as the Warlord given this power. Remember you roll powers after Warlord Traits. Jetbikes Farseers get to combat easier and stick around for longer too wreaking their havoc thanks to T4. Furthermore, Eldrad has a special relationship with Death Mission over other seers thanks to his AP3, T4, and Force Weapon, making him able to boss the end of the game, soloing monsters, HQs and FNP/Multiwound units.
   
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Emboldened Warlock




I run my Farseer with the Spirit Stones in a large wraithguard blob. And I usually roll all 3 on Runes of Fate.

I run a heavy wraith-wall list with 30 Troops wraiths and 2 lords + a knight. I basically use the farseer as the supporter who dumps powers where they are needed. Often I've rolled up Fortune and kept my 10-man Ghost Axe unit alive and kicking for 3-4 turns whilst everything my enemy has wails on it. Doom has helped me rip open AV14 and guide is always useful if you roll up Executioner.

I like how the Fate powers work with the Battle powers and the rest of the army as a whole. Using the Iyanden nasties I am running 2 spirit seers to keep my wraiths kicking hard. I have used Death Mission once and in that case I threw the Farseer into the 10-Axe unit and started ripping into anything I could.

I think Halfpast-Yellow has it right - the Farseer is meant to operate in the 12-24" section of your force. Wraiths make a nasty bunker (being T6) which is partly why I use them. The beat-stick psykers are definitely Spiritseers/Warlocks; however giving a spirit seer the new Iyanden Helm makes 10 Wraithblades very scary.

So far the effectiveness of 10 Wraithblades with Ghost Axes:
Tanked 2 Leman Russ squadrons (including the battle cannons and the triple plasma variant); whilst also getting wailed on by everything imaginable in a Fortress of Redemption. Only to get into CC with the tanks and open them up.
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Killed a GUO.
Killed Angrath the Gargantuan Bloodthirster in an Apoc game (with the help of Iranna the Spirit Seer).
Ate a Hammerhead, pathfinders and scored after 3 turns of walking towards a 2000 point Tau gunline and overwatch!
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Horrific Howling Banshee




Gig Harbor, Washington

Whats with the Executioner hate? Its 3/2/1 auto hits with Fleshbane and its a Focused Witchfire. Sure the opponent gets their saves but its nothing to scoff at.

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Ladies Love the Vibro-Cannon Operator






Hamburg

 Iranna wrote:
I usually run one at 1500pts kitted out like so:

Farseer - 120pts.
w/ Singing Spear, Eldar Jetbike.

I'll use her as the buff-machine she truly is, which usually entails rolling once on Runes of Fate and twice on Divination. The best Combination would be Guide, Prescience and Misfortune/Forewarning.

If I get Doom or Fortune however, I'll usually roll once more on Runes of Fate and once on Divination, giving Doom/Fortune, Guide and Prescience.

Iranna.

Running her solo or what? If so, she will be a juicy target.

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War Walker Pilot with Withering Fire




I second that.

I'd be shooting for her on turn 1-2. A single krak missile or lascannon will still cause ID.

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Running solo is too risky. If she's on a jetbike, I'd spend some points for a bodyguard: 3 or 6 GJB w/ shuricannons and eventually a Jetlock who provides shrouding (primaris power).

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S.K.Ren wrote:
Whats with the Executioner hate? Its 3/2/1 auto hits with Fleshbane and its a Focused Witchfire. Sure the opponent gets their saves but its nothing to scoff at.


Witchfire powers are bad in general, and Executioner is distinctly unimpressive. You have to pass a psychic test. You have to roll to-hit. Then they get a Deny the Witch roll. So, best case, you succeed in inflicting any hits only about 64% of the time - think of Executioner like a BS4 weapon that has the effect described, plus it has a super-charged version of Gets Hot 6% of the time. It's focused, but it only hits what you want it to hit about 20% of the time unless you use it on a single-model unit, and in this case you're never going to get the full effect of the power. And for all of that you get 3 hits that wound on a 2+. Without the further effect, this is only marginally better than what a single Warp Spider can put out in the majority of cases. Against many things you're probably better off shooting the jetbike's catapults. Plus it has an enormous opportunity cost - you took Executioner instead of taking Guide, or instead of rolling on some other table. You should really only have Executioner if you absolutely need Fortune and so had to keep rolling on Fate even after taking Guide (probably because you rolled Executioner earlier). Eldritch Storm can deal much more damage - it'll easily hit 3 models, and will probably hit more and can be used against vehicles and can force Pinning checks. Mind War can crack 2+ saves or models in heavy cover, is especially good against big MCs and solo characters that you most need to be able to knock down, and has an excellent chance of at least reducing their damage output next turn. Consider that, if each hits and passes Deny the Witch, Executioner averages .4 wounds on a Riptide, while Mind War averages 1 wounds and reduces it to BS1 58% of the time.

And if you can get close enough neither of them hold a candle to Psychic Shriek, which you can guarantee getting and which gives you the chance to roll on Telepathy for an even better power. Psychic Shriek averages 2 wounds before invlunerable saves against Ld 9, when you hit with it.


Automatically Appended Next Post:
I don't feel like any of the Fate witchfires are worth their warp charge, except maybe Eldritch Storm and only if you have the Spirit Stone or Eldrad and only then if you don't already have Fortune.

Generally I like to park Eldrad in a Vaul's weaver unit. I'll roll Fate aiming for Doom and/or Fortune and I'll stop after I have to take Guide. Then Divination where most of the powers are worthwhile except Foreboding. If it seems unlikely that Eldrad will see CC, I'll take Prescience over Precognition. Depending on what the enemy's packing, I hope to open the game by being able to give my Wraithknight a rerollable cover save or a 4+ invul, guide the WK and one of my Vaul's, and maybe let the Vaul's ignore cover. I'm not afraid to give up a turn of firing on the Vaul's to let Eldrad move up another 10" or so in order to lay down Misfortune and Doom where necessary.

I've recently been tinkering with a jetbike Farseer who tries hard for Fortune if Eldrad falls through, while also bringing the Baron from the Dark Eldar codex and having his Shadowfielded self charge in at the front of a GJB unit. I think with two Farseers it makes an awful lot of sense to aim for a rerollable 2++ on some DE ally.

This message was edited 5 times. Last update was at 2013/06/21 07:49:13


 
   
 
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