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Made in au
Sneaky Striking Scorpion






Now that 7th/6.5th ed is upon us, is seer council on foot worth taking for the extra power dice and RoB powers?

...I reject your reality and substitute it with my own...
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 ThePrimordial wrote:

Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.

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Made in ca
Dakka Veteran





I fail to see how it would be better than the jetseer council. 15 pts/model is worth it for the increased toughness, the armor save, the ability to jink, the shooting, and the mobility.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gt
Regular Dakkanaut






aww man, I only have the old metal far seer/warlocks and can't do jet seer. I was thinking of doing incubi + farseer + archon. Is that any good?
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

The problem never was that a Footcouncil was bad, it was always that a Jet Council was better. For 15pts you get a 3+ Armour Save, 12'' movement and a twin-linked mini-rending stormbolter. It's hard to justify not finding the points for an upgrade that good.

As opposed to that, a foot Spiritseer council might work how you want this to work. They generate the same Warp Charges, but also get access to Telepathy, and with the buff to invisibility that might be worth a lot more then a few RoB powers.

**Try Incubi and 2 Spirit Seers. All the runes of battle powers are great for them, +1 Str makes Str 5 Ap2, +1 Sv makes a 2+ save. Or Invisibility makes them, well, makes anything, almost unkillable.

This message was edited 1 time. Last update was at 2014/05/29 21:48:02


 
   
Made in fr
Longtime Dakkanaut




I am considering this too, as I can't seem to find models for love nor money - anyone, have any good tips for how to scratch-build warlocks and farseers on jetbikes?
   
Made in ca
Dakka Veteran





Its a combination of jetbikes, high elf/dark eldar parts, and farseer helmets

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Speed Drybrushing






Chicago, Illinois

If a Warlock council could take a dedicated transport, I'd consider running some, but to what ends i'm not really sure.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I played a Council on foot before the 6th ed came out. It was more challenging to play than a Jetcouncil. It worked pretty well. But the transport rules in the 6th ed basically left them unplayable.

In the 7th ed, I'm quite undecided since I have to look closer to the rule set which I will do at the weekend. A foot Council holding the centre of the board may work with the right tools (powers).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

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Made in au
War Walker Pilot with Withering Fire




zerosignal wrote:
I am considering this too, as I can't seem to find models for love nor money - anyone, have any good tips for how to scratch-build warlocks and farseers on jetbikes?


I made mine using Resin warlock/farseer models. Yes, resin was actually better.

Use the jetbike kit for legs, cut warlocks at waist. Pin them on. Greenstuff cloaks over the legs and the waist (to cover the join). Use a single jetbiker arm, and cover that in a greenstuff flowing sleeve. Add weapons as desired, I used an assortment of swords and high elf spears I had.

I recommend the new Plastic Farseer. It's a great kit, and easy to work with. His cloak parts are split in such a manner that he's easy to model on the jetbike.

Benefits of the jetbikes has been mentioned. The main one is the 12'' mobility. After sinking so many points into a unit, you can't let it be outrun and out of position.

The only way a Foot-council would work, is if you could steal a Raider from some Dark Eldar. Which would be totally awesome. Throwing witchfires off the thing, assaulting out, casting invisibility on it to make it more resilient.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The only way a Foot-council would work, is if you could steal a Raider from some Dark Eldar. Which would be totally awesome. Throwing witchfires off the thing, assaulting out, casting invisibility on it to make it more resilient.

This is indeed a good idea.

The 7th ed makes it possible.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in au
War Walker Pilot with Withering Fire




How exactly does that work? Do I purchase the transport for the unit, or purchase it for another, then embark on turn 1/2?

Even then, it doesn't add a HUGE amount of mobility. For one, the raider can only move 6'' the turn I embark. Then only 6'' the turn I disembark. The added range is generated solely by the length of the Raider's hull.

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1,000 points, now painting. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Belly wrote:
How exactly does that work? Do I purchase the transport for the unit, or purchase it for another, then embark on turn 1/2?

Even then, it doesn't add a HUGE amount of mobility. For one, the raider can only move 6'' the turn I embark. Then only 6'' the turn I disembark. The added range is generated solely by the length of the Raider's hull.

I guess that after embarking, the Raider can move in the shooting phase.

Game dynamics changed a bit: movement first, casting second.

A viable tactics would be to give the Council a Serpent.
Let the Serpent zoom down towards the enemy.
In turn two, let the Council disembark. It cannot charge but cast powers.

This message was edited 1 time. Last update was at 2014/05/30 07:17:11


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Sinewy Scourge




Warrington, UK

Spiritseers on foot will work but you should make sure they are attached to shield Wraithblades for t6 and fearless.

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Made in gb
Deranged Necron Destroyer



UK, Midlands

A jetbike council will always be better than a foot one but I am planning on testing them out anyway.

Eldrad + Farseer + 8 Warlocks.

I had a test roll to see the sort of powers I could get. Eldrad rolled fate, the Farseer divination and the Warlocks mostly telepathy (they get that dont they?) with a few battle.

I really like the wide range of powers I got. The Warlocks roll first on Telepathy to get invisibilty (if they fail one of the farseers would roll telepathy), then Eldrad rolls fate hoping for fortune (if he fails the other farseer may roll fate too), the Farseer then rolls divination. You really need to get invisibility or conceal + fortune to stay alive, fortunatly eldar are great at forcing powers through. A farseer can throw as many dice as he wants at a power without worrying about perils provided he saves one WC for ghosthelm. I got 2 Warlocks with invisibility so could drop 10 power dice on it and let one of their brains melt if necessary. I dont think it will be amazing but it coulf definatly be entertaining.

   
Made in it
Longtime Dakkanaut





The helmet only protects from the wound part of the peril, you still suffer the other effects.
   
Made in us
Horrific Howling Banshee





zerosignal wrote:
I am considering this too, as I can't seem to find models for love nor money - anyone, have any good tips for how to scratch-build warlocks and farseers on jetbikes?


Chapterhouse studios sells exactly this conversion kit. The kit is decent quality but their customer service was pretty bad. I waited 4 months for my parts. When I called I got some guy's kitchen phone and he told me it had been a "pre-order" and "they weren't cast yet".

From a modeling perspective, everything was good fit. I used a tiny bit of green stuff for the waist joint, but the legs and arms all had good fit. The kits had some options too, like male or female torsos.

So, your call. Support third party mod studios but deal with the reliability of third party studios. Hopefully others have had better service. I could be convinced to order again.
   
Made in au
Sneaky Striking Scorpion






 wuestenfux wrote:
The only way a Foot-council would work, is if you could steal a Raider from some Dark Eldar. Which would be totally awesome. Throwing witchfires off the thing, assaulting out, casting invisibility on it to make it more resilient.

This is indeed a good idea.

The 7th ed makes it possible.


I believe that you can only cast witchfires, meaning you might not be able to have an invis raider.

...I reject your reality and substitute it with my own...
-----------------------------------------------------------------------
 ThePrimordial wrote:

Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.

-----------------------------------------------------------------------
DS:90+S++G+++M++B+I+++Pw40k07#++D++A++/cWD341R+++T(T)DM+ 
   
Made in us
Longtime Dakkanaut




United States of America

Moosatronic Warrior wrote:
A jetbike council will always be better than a foot one but I am planning on testing them out anyway.

Eldrad + Farseer + 8 Warlocks.

I had a test roll to see the sort of powers I could get. Eldrad rolled fate, the Farseer divination and the Warlocks mostly telepathy (they get that dont they?) with a few battle.

I really like the wide range of powers I got. The Warlocks roll first on Telepathy to get invisibilty (if they fail one of the farseers would roll telepathy), then Eldrad rolls fate hoping for fortune (if he fails the other farseer may roll fate too), the Farseer then rolls divination. You really need to get invisibility or conceal + fortune to stay alive, fortunatly eldar are great at forcing powers through. A farseer can throw as many dice as he wants at a power without worrying about perils provided he saves one WC for ghosthelm. I got 2 Warlocks with invisibility so could drop 10 power dice on it and let one of their brains melt if necessary. I dont think it will be amazing but it coulf definatly be entertaining.



Warlocks cannot roll on telepathy, only RoB. Spiritseers on the other hand can roll on both.

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Made in ca
Dakka Veteran







Warlocks cannot roll on telepathy, only RoB. Spiritseers on the other hand can roll on both.


They can roll on more than RoB. They can roll on Malefic! All Eldar psychers can.

This message was edited 3 times. Last update was at 2014/05/30 15:38:22


"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Longtime Dakkanaut




United States of America

I wouldn't advise it, they are not protected by ghost helm, and will perils on any double, and taking 1 wounds with no saves means game over for poor Mr. warlock.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I can run both, a Jetseer Council and a Council on foot (mounted in a Serpent).

A Jetseer Council can be vulnerable against alpha strike such as a drop podding army or alpha strikers such as Mordrak or Belial.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in au
Sneaky Striking Scorpion






With the new detatchment rules, would it be viable to run 2 Farseers with 2 Spiritseers together, and have the Spiritseers roll on telepathy, one Farseer roll on Fate and the other on Divination?

...I reject your reality and substitute it with my own...
-----------------------------------------------------------------------
 ThePrimordial wrote:

Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.

-----------------------------------------------------------------------
DS:90+S++G+++M++B+I+++Pw40k07#++D++A++/cWD341R+++T(T)DM+ 
   
Made in us
Screaming Shining Spear





I dont think a footcouncil will work well in a Raider. While inside the raider, you can cast any of your blessings, and once the raider blows up (it will) your council is left in the open with no buffs for the rest of the enemy shooting phase.

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Made in us
Killer Klaivex




Oceanside, CA

 extremefreak17 wrote:
I dont think a footcouncil will work well in a Raider. While inside the raider, you can cast any of your blessings, and once the raider blows up (it will) your council is left in the open with no buffs for the rest of the enemy shooting phase.


You'd be banking on the jet council casting invisibility on the foot councils transport.
A buddy said take Tantalus.
12/12/10 open topped, transports 16, and is a heavy choice, so you can start with the squad in it.
12 S5 AP2 shots doesn't hurt either. 4 hull points.


This message was edited 1 time. Last update was at 2014/06/01 15:33:13


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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