Switch Theme:

Seercouncil in 7th  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Discriminating Deathmark Assassin






Just canvassing opinion really. Obviously jink has nerfed shooting. Psykers are probably slightly less reliable. Other Psyker armies become a much stronger counter (put all your Deny dice into Fortune to spoil my day) etc. But broadly, do people believe that seercouncil eldar lists will continue in the hallowed "tier one" in 7th? Does it depend on the rest of your build? What is the best way to support the council in 7th? How many warlocks to take? Or is it simply too unreliable now.

In a way, I don't mind - I'm too in love with the idea of building a unique, flying, Jedi, wizard elf, pirate unit that I am going to put my army together whether it's day has passed or not, but I'm just curious what people think about it's place in 7th and how playing this build has changed...
   
Made in us
Trustworthy Shas'vre






I think the SeerStar is going to continue to be a very potent and successful list. Though, I do not think it will reign supreme as it did in 6th.

No duplicate Powers does hurt the SeerStar. Runes of Witnessing is a great help here. Warlocks suffer much more here. It makes Protect less reliable as a single failed Protect means the unit will not have 2+ AS.

Chance to deny Blessing is much better than being powerless in 6th edition. Stopping even one critical Blessing will allow an opponent to hammer the SeerStar.

Jink and Snap Shot. SeerStar was not known for amazing shooting, and wasn't dealing a large amount of damage with Witchfires. This is a slight nerf, but realistically doesn't impact the SeerStar too much as Mobility, Multiassaults, and Nigh Invulnerability were its strongest suit.

Missions. With the changes in missions the Seerstar survives much better than most other Deathstars. It's extreme mobility allows for multiassaults and the ability to threaten a huge area of the board.

Grey Knight proliferation. With Grey Knights climbing up the ranks of effective army choices, Storm Ravens and Mindstrike Missiles are more potent against the SeerStar than they were in 6th as GhostHelms now offer no Perils Protection as the required Warp Charges are lost at the end of opponents Phsychic Phase. This means it is relatively easy for a Storm Raven to drop four Templates and Perils out one or Two Seers in addition to other Warlocks in a single turn, especially if the GK player has access to Prescience for the Raven. Two Storm Ravens can effectively destroy an entire SeerStar in a single turn of Shooting.


Overall I think SeerStar will continue to be a very viable and powerful build, but it will not do so to the extent it did in 6th. It certainly has fared better than say ScreamerStar.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in gb
Discriminating Deathmark Assassin






Thanks v much. It looks like a fun but complicated army to run. I need to develop a knowledge of multi assault tactics, and movement tactics for this army... Learn to play a little cagey probably.
   
Made in gb
Dakka Veteran





I am on the fence.. on the face of it no duplicate powers is v v bad news - BUT you still get the dice for the lock so it means your "MUST HAVE" powerful casts are much more reliable than they used to be.. you're also probably going to have some redundant overlap, but heyho - they are wounds and they improve predictability (the inherent WEAKNESS of psyker based lists imho) ALSO you get to run 2 seer council s now if you want - yes it's expensive but I genuinely think this will become used... 4 squads of 3 guardian jet bikes and 2 massive seer star squads is a genuine possibility
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

Answer: Just play Tau (Bump)
   
Made in us
Regular Dakkanaut




With council you only need one power... Fortune. Maybe the 2+ armor save. Everything else is gravy. The nice thing too with warlocks is you can try to cast the less important spells with left over dice. 1 dice. 1 power. 50% chance and no risk.

Personally I think you will see more beast stars with Farseers and spirit seers shooting for Invisibility.
   
Made in us
Fixture of Dakka





deFl0 wrote:

Personally I think you will see more beast stars with Farseers and spirit seers shooting for Invisibility.

Spirit seers are restricted to walking speed. You won't see them near beast packs.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Kholzerino wrote:
Just canvassing opinion really. Obviously jink has nerfed shooting. Psykers are probably slightly less reliable. Other Psyker armies become a much stronger counter (put all your Deny dice into Fortune to spoil my day) etc. But broadly, do people believe that seercouncil eldar lists will continue in the hallowed "tier one" in 7th? Does it depend on the rest of your build? What is the best way to support the council in 7th? How many warlocks to take? Or is it simply too unreliable now.

In a way, I don't mind - I'm too in love with the idea of building a unique, flying, Jedi, wizard elf, pirate unit that I am going to put my army together whether it's day has passed or not, but I'm just curious what people think about it's place in 7th and how playing this build has changed...


So far all I see are reasons to take a Seer Council. They are not the spear of my assaults and are often midfielders.

If the question is, can they BE the spear of an assault, sure. they grind it out as good as Terminators do, albeit in a less sexy fashion. Fortune, contrary to popular belief isn't necessary. I use my Council without a Farseer.

If the question is are they good for splitting off and joining other units, i cant see why that isn't true. You roll for each power until you get what you want and the rest can scatter to other units if that plays to your plan.

If the question is are they excellent in support of other units, I'd say they are superstars. My Eldar Airforce is ten times more powerful because of the Warlock Councils Runes of Battle abilities.

And of course the dice pool issue is nice.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in gb
Discriminating Deathmark Assassin






Ultimately I want to have all the Xenos represented in my model collection. I already have a Necron army of sorts, I'm putting the finishing touches to painting my Farsight Enclave army, and my seer council is at the heart of a Deldar force that I'm just starting to put together (Seercouncil, Wraithknight, 2 Wave serpents, Few bikes, Couple of a Raiders with Wyches, some swooping hawks).

To be honest, I'm not sure how tactically to get the best out of the Seercouncil. People talk about using then for multi-assault and board control. I'm curious about what both of those things mean. I get the idea of tar pitting multiple units I guess, is that what people mean? And board control meaning stopping units from scoring?
   
 
Forum Index » 40K General Discussion
Go to: