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![[Post New]](/s/i/i.gif) 2015/09/17 19:20:38
Subject: Seer Council Powers and Problems
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Dakka Veteran
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I recently finished assembling a full Jet Seer Council for the formation and am planning to use it in upcoming games.
1) Any advice for what powers and lores I should shoot for and on whom?
2) The Culexess seems like a real pain, is it really bad or an annoyance for the jet council?
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![[Post New]](/s/i/i.gif) 2015/09/17 22:31:55
Subject: Re:Seer Council Powers and Problems
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Hellish Haemonculus
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Mono CWE or are you open to allies?
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![[Post New]](/s/i/i.gif) 2015/09/17 23:15:26
Subject: Seer Council Powers and Problems
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Dakka Veteran
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Do allies make a difference in your choice?
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![[Post New]](/s/i/i.gif) 2015/09/18 00:42:06
Subject: Re:Seer Council Powers and Problems
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Steadfast Ultramarine Sergeant
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The Culexess is not a probelm unless you are unfortunate enough to be forced into a table corner or caught in combat, otherwise Eldar jetbike is insanely mobile, 12 inch movement, 36inch turbo boost plus 2D6 assault jump..... Can easily get out of the 12inch Culexess denial zone.
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![[Post New]](/s/i/i.gif) 2015/09/18 02:49:10
Subject: Seer Council Powers and Problems
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Hellish Haemonculus
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Definitely. And I'm happy to provide a (hopefully) helpful answer, but I've spent a half hour or so before giving someone a response only to be blown off with, "well thanks but I don't use allies."
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This message was edited 2 times. Last update was at 2015/09/18 02:51:21
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![[Post New]](/s/i/i.gif) 2015/09/18 12:08:11
Subject: Seer Council Powers and Problems
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Dakka Veteran
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I'm very open to the battle brothers and even other allies provided its not super unfluffy like chaos.
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![[Post New]](/s/i/i.gif) 2015/09/18 12:22:15
Subject: Re:Seer Council Powers and Problems
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Hellish Haemonculus
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In which case, I run mine in Freakshow lists alongside DE, Covens, and Harlies. The lists are all about stacking Ld negatives before using Ld dependent attacks.
Your odds of getting Horrify are decent with the locks. One Farseer goes Telepathy. The other goes Runes of Fate. This maximizes their damage output, since Shriek is assured and one of the Fate Witchfires is likely. Conceal, Invisibility, and Fortune are all also nice for increasing survivability.
Sorry for the brief reply--dealing with an ornery toddler this morning.
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This message was edited 1 time. Last update was at 2015/09/18 12:23:04
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![[Post New]](/s/i/i.gif) 2015/09/18 13:32:07
Subject: Seer Council Powers and Problems
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Lone Wolf Sentinel Pilot
PA Unitied States
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arinnoor wrote:I recently finished assembling a full Jet Seer Council for the formation and am planning to use it in upcoming games.
1) Any advice for what powers and lores I should shoot for and on whom?
2) The Culexess seems like a real pain, is it really bad or an annoyance for the jet council?
First, off at i assume 1850 list? If so you'll need More Eldar as allies so you can have Baharoth and additional Farseers. At 1850 2 farseers will not get the job done. They'll make a really good glass cannon or highly resiliant unit but not both. This build also requires first turn to be effective, if facing a long range shooty army and you lose first turn, its going to go badly.
1) Warlocks should choose from deamonolgy-Santic....Sanctuary which gives the unit a 3++ save, but if you want a 2+ cover you'll need save Runes of Battle Conceal..however Santic also has other usefull powers as well.
Farseers Telepathy...invisability and shriek then Runes of Fate.... fortune, eldritch storm...should you get all of that and still have more powers to roll for then roll for whatever you like more psychic shootoing is a good thing
2) Most seer stars ally with Eldar CAD/ Standard force Organization so you'll have scatbikes. This will eliminate a Culexess assassin, just deploy them in a manner that allows you to force the assassin far away from that 12" bubble..santic power of Gate of Infinity can also help as well.
Build:
Seer Council
ally
CAD
Farseer jetbike
Baharoth
Scatbikes x2
with someway of keeping them alive if you lose first turn.
at minimum
Don't expect this list to win you any awards, most people will groan and roll thier eyes.
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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![[Post New]](/s/i/i.gif) 2015/09/18 16:08:23
Subject: Seer Council Powers and Problems
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Regular Dakkanaut
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A better build for a council is along the lines of this:
Seer council
2x Farseers, 8x Warlocks
(all bikes)
CAD
Farseer - jetbike
Farseer - jetbike
2x3 scatter bikes
CAD
Farseer - jetbike
Baharroth
2x3 scatter bikes
Add whatever else you might want. 3x6 warp spiders (with exarchs) are fantastic to this.
Primary powers in terms of importance:
Gate of Infinity
Invisibility
Fortune
Shriek
Cleansing Flame
Conceal
Protect
Hammerhand
Sanctuary
Really, Baharroth's no-scatter deep strike allows a gating council to obliterate multiple units with all the witchfires being thrown around. If you play as each farseer is an individual psycher unit (per NOVA), having 3-5 shrieks is killer.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/09/18 18:32:06
Subject: Seer Council Powers and Problems
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Fixture of Dakka
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Rypher wrote:A better build for a council is along the lines of this:
Seer council
2x Farseers, 8x Warlocks
(all bikes)
CAD
Farseer - jetbike
Farseer - jetbike
2x3 scatter bikes
CAD
Farseer - jetbike
Baharroth
2x3 scatter bikes
Add whatever else you might want. 3x6 warp spiders (with exarchs) are fantastic to this.
Primary powers in terms of importance:
Gate of Infinity
Invisibility
Fortune
Shriek
Cleansing Flame
Conceal
Protect
Hammerhand
Sanctuary
Really, Baharroth's no-scatter deep strike allows a gating council to obliterate multiple units with all the witchfires being thrown around. If you play as each farseer is an individual psycher unit (per NOVA), having 3-5 shrieks is killer.
One thing to note is that this build isn't as effective in the ITC format, as the deathstar can only cast the same power just once. But in NOVA or other tournament formats, yeesh....it's gross.
BTW, did I mentioned that I played against it at NOVA, only he ran the Void Shield Generator and I brought a centstar.
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![[Post New]](/s/i/i.gif) 2015/09/18 20:41:20
Subject: Seer Council Powers and Problems
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Regular Dakkanaut
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Rune Stonegrinder wrote:
1) Warlocks should choose from deamonolgy-Santic....Sanctuary which gives the unit a 3++ save, but if you want a 2+ cover you'll need save Runes of Battle Conceal..however Santic also has other usefull powers as well.
Farseers Telepathy...invisability and shriek then Runes of Fate.... fortune, eldritch storm...should you get all of that and still have more powers to roll for then roll for whatever you like more psychic shootoing is a good thing
I disagree with santic. Runes of battle will always get your bikes to a 2+ jink (and their shooting doesnt matter!) It can ALSO get you a 2+ armor and horrify and renew to heal (one of the only heals in the game!) And it can get you some situational debuffs, like -1S, - 1 ws&i etc.
I <3 eldrich storm, use runes of fate on the farseer with the stones to reduce 4WC to 3WC and throw apoc blast AP3 fleshbane all over!
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![[Post New]](/s/i/i.gif) 2015/09/19 06:29:58
Subject: Seer Council Powers and Problems
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Regular Dakkanaut
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effreem wrote: Rune Stonegrinder wrote:
1) Warlocks should choose from deamonolgy-Santic....Sanctuary which gives the unit a 3++ save, but if you want a 2+ cover you'll need save Runes of Battle Conceal..however Santic also has other usefull powers as well.
Farseers Telepathy...invisability and shriek then Runes of Fate.... fortune, eldritch storm...should you get all of that and still have more powers to roll for then roll for whatever you like more psychic shootoing is a good thing
I disagree with santic. Runes of battle will always get your bikes to a 2+ jink (and their shooting doesnt matter!) It can ALSO get you a 2+ armor and horrify and renew to heal (one of the only heals in the game!) And it can get you some situational debuffs, like -1S, - 1 ws&i etc.
I <3 eldrich storm, use runes of fate on the farseer with the stones to reduce 4WC to 3WC and throw apoc blast AP3 fleshbane all over!
Good luck casting eldrich storm after getting that 2+ jink because "their shooting doesnt matter!".
I do agree with you though that when you use the bikes that RoB is better, but if you like using Eldrad or would rather have bodies over bikes, then santic is much better.
(This is obviously for generating powers for the warlocks only, as you could just have the locks go battle and a seer go santic)
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![[Post New]](/s/i/i.gif) 2015/09/19 06:44:14
Subject: Seer Council Powers and Problems
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Resolute Ultramarine Honor Guard
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I saw a drop pod culexus come down on a seer star once. The gak eating grin on the culexus players face was something I'll remember for quite some time.
Have baharroth in the star would slow it down, no? Since they cannot make the 36" boost as long as he is with them.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2015/09/19 14:48:49
Subject: Seer Council Powers and Problems
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Regular Dakkanaut
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Baharroth gives hit & run and perfect deepstrike, as well as fearless. Gating around allows the star to be incredibly mobile, even more than normal. Hit & run is vital on any deathstar.
You can also skyleap out of the unit, boost them, and then rejoin next turn. Or declare that baharroth is leaving the unit, move him 18" solo, then end the jetbikes within 2" of him and automatically rejoin at the end of the phase.
There's a lot to do with seer council.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/09/19 16:06:09
Subject: Seer Council Powers and Problems
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Fixture of Dakka
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Rypher wrote:Baharroth gives hit & run and perfect deepstrike, as well as fearless. Gating around allows the star to be incredibly mobile, even more than normal. Hit & run is vital on any deathstar.
You can also skyleap out of the unit, boost them, and then rejoin next turn. Or declare that baharroth is leaving the unit, move him 18" solo, then end the jetbikes within 2" of him and automatically rejoin at the end of the phase.
There's a lot to do with seer council.
You don't have to declare Baharroth is leaving the unit. He can always move 18" and still be with the unit as long as they end up within 2" of him. Note that he won't be able to do this if he is in front of the unit (or near the front), as his 18" movement will take him out of coherency with the rest of the unit, who only moves 12".
There's a problem with doing skyleap and then turbo-ing the bikes and that is next turn, the council won't be able to assault as Baharroth just came in from reserves via deepstrike.
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![[Post New]](/s/i/i.gif) 2015/09/19 16:28:16
Subject: Seer Council Powers and Problems
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Ladies Love the Vibro-Cannon Operator
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A Seer Council is harder to crack than a coconut.
But you'll need fortune or invisibility up.
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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 |
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![[Post New]](/s/i/i.gif) 2015/09/19 16:46:14
Subject: Seer Council Powers and Problems
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Hellish Haemonculus
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I'm sorely tempted to put a Seer Council in a Raider with an Archon or two (with Shadowfields). Rerollable 2++ is too sweet to pass up.
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![[Post New]](/s/i/i.gif) 2015/09/19 22:50:25
Subject: Seer Council Powers and Problems
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Dakka Veteran
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Hmm so in concern to powers I need to roll one at a time to ensure that I waste no time?
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![[Post New]](/s/i/i.gif) 2015/09/21 07:47:41
Subject: Seer Council Powers and Problems
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Frightening Flamer of Tzeentch
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Getting off Horrify and Dominate on a deathstar is priceless.
A green tide at Leadership 5 that must take a test to move, run, shoot, or assault is a site to see.
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Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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