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Made in ca
Hurr! Ogryn Bone 'Ead!




Borden

Since the harlequin dex is out I found a new way to make them work.

1 shadow council(5 spirit seers)(role telepathy)(almost guaranteed invisibility)
10 warlocks(santuary- almost guaranteed +1 inv, (multiple times), +1 str, and gate)
2 Farseers (fate( chance to get fortune and doom (guide).
1 shadow seer ml2

This means T3, 3++ save, 6's to be hit, must be in 14", re-roll the failed saves.
(have wraith knight support as a distraction)

Downside it costs 1K in points

(if anyone wants to do the math to lesson the cost and get the powers go for it)

They have great mobility and the warlocks will never perils if throughing 1 dice at it.(3 +1 inv one is bound to pass)
This is also 28 warp charge army.
(to make legal take snipers or jetbikes)

Whats your take on it?

This message was edited 1 time. Last update was at 2015/03/10 15:19:02



:cadia: 
   
Made in us
Death-Dealing Devastator






United States

One culexus assassin, you lose.

2500 pts  
   
Made in ca
Hurr! Ogryn Bone 'Ead!




Borden

And that is why you have wraith knight support


:cadia: 
   
Made in us
Preacher of the Emperor




Boston, MA

You actually have very poor mobility with the council. Your shooting from them is meh and your reliant on gate to get anywhere quickly. You can't assault after gating either. This very much looks like a classic kill the supporting units and laugh as you win on objectives while the death star does nothing scenario.
   
Made in us
Fixture of Dakka





San Jose, CA

Several problems with this (actually a lot of problems with it).

1. Warlocks can only cast the same power once. Thus, if you fail Sanctuary, then you can't attempt it again even if 3 of the warlocks have it.

2. I'm not seeing the mobility. Gating around doesn't really make it mobile because you can't assault afterwards. Rather, you just lose 1 turn of offense.

3. It lacks hitting power. Warlock offense maybe able to hurt MC's and normal units, but it just cannot stand up to another deathstar in terms of offensive output.

4. You cannot reliably handle fast mech (i.e. wave serpents, venoms, etc.). Armies like mechdar will win on objectives just because they are fast enough to get away and ObSec means they will score all of the objectives.

5. A 1K psychic deathstar with limited offensive output just means that it is easier for your opponent to kill off the rest of your army.



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Made in gb
Discriminating Deathmark Assassin






I guess it takes 12 x singing spears? 12 str 9 shots is okay. Obviously not even in the same ballpark as 1000 point unit.

Had a friend who ran 3 grav cents, ovessa, farsight, loth, torchstar, a buffmander and o'bletta (is that what the broadside one is called?) back in 6th. Now THAT was a gating deathstar...
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Too many eggs in one basket and too slow.
This unit cannot be everywhere.
I'd prefer a Jetseer council any day.

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 us
Sneaky Striking Scorpion






Biggest issue here is that it's an unbound list. I'm guessing it isn't a issue for you, as clearly this list is unbound. 2 Farseers and 1 Spirit Seer council is 3 HQ forces, which is ok I suppose if the people/event you're playing with allow self ally. But the Shadowseer is only available to join the unit (and veil only works on their unit) as part of a masque, or the full formation. Bare minimum the tax for your shadowseer is going to be 505 points. So this deathstar essentially cost 1500 points prior to any troops or support, if you want it to be a battle forged list.

Even if that's not an issue, as many have mentioned the damage output isn't there, and neither is the movement. Draigo star (Cent version mostly) only works because the ranged threat is the credible CC threat. Gating isn't an issue for them because shooting is where the gold is. Every other CC deathstar has some version of increased mobility.

Jetseer council worked because it was hyper mobile, and you could multi-assualt a whole army, and HnR to keep your number of attacks up. This version doesn't have the mobility on foot, and gating prevents the charging let alone multi-charging. W/o Multi-charging, a seer council will never recoup its points against a semi conscious player.

If you want a nasty gate star that is durable, I'd use WG + SS council + Jetseer + Shadowseer. Will do what you want this to do, but better in a lot of ways. Costs 200 pts less, T6, Armor 3 (before powers), S10 AP2 and troops. You could even run fewer SS's and lower the costs more. It's pretty much better in about every way to what you linked, except for CC. But A) You have HnR (shadowseer), no need to even waste a WC on gate B) Since you need to ally in Harlequins to make this a bound list anyway, they can mop up the CC unit you just left stranded. Add on top the -2 LD bubble and the abundence of LD based psychic powers at your disposal, and you should be rocking 1-2 dead units a turn- a key for any deathstar to succeed.

It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire 
   
 
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