Here's a link to my summary. Hope it helps.
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http://www.dakkadakka.com/wiki/en/Hierarch_Severius
Strengths
* Ranged Warjack Advantages: Awareness gives Hierarch Severius a ranged advantage with his arc nodes and ranged attack warjacks. Casting Awareness is almost like getting Arcing Fire for his warjacks and spellcasting. On a turn when he casts Awareness, he can use an arc node to channel Hex Blast to eliminate any annoying upkeeps that would reduce his warjacks' odds of hitting and or damaging models. The ability to see through models can also give you
LOS without moving, adding the aiming bonus to your ranged 'jack attack rolls. Leverage these abilities with Choir and Vassals.
* Magical Denial: Upkeep Holy Ward on a frontline unit to keep it safe from enemy spell effects and to keep them from being hit by ranged attacks or melee. Use Hex Blast before any major offensive to give his troops and 'jacks the ability to hit and kill well buffed enemy models and units.
* He's In Your Army, Taking Over Your Dudes: Fires of Communion is a tricky feat to use well, but a lot of it relies on Hierarch Severius's 16" control area. Models to take over: models that do not rely on unit granted abilities in order to performs, models in the back arc of the enemy 'caster or 'lock, models with the ability to completely eliminate support models in the opponent's army. And if the army is undead? Take one hit on the warcaster/warlock if he/she is undead, target key solos you think you can finish off if the roll is bad, and Incorporeal or Officer models are all good choices. Fear of God can also downright limit the danger or a unit that cannot charge or use powerful attacks such as Thresher Attack or a Combo Strike Attack.
* Command 10: You don't have to rely on Fearless troops to hold the center. You can keep other things on the table so long as a model in the unit is up to 10" away from Severius.
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Weaknesses
* Awareness isn't an Upkeep Spell: Every turn you cast Awareness, you're leaving only five focus to allocate to 'jacks, and even less if you wanted to do some other spellcasting on this turn.
* The Dirty Secret of Creator's Wrath: If Severius is spending focus to upkeep Creator's Wrath, then the game becomes your opponent's to lose. The Hierarch has no chance to survive if he advances too far, and if he's trying to use Creator's Wrath offensively, there should at least be a turn or two where he will be exposed. Average troops can hit him, and elite troops will kill him. Even with an exposed opponent, the Hierarch swings at
MAT 4.
* High Focus stat, not Really a Spammer: The high focus stat on Hierarch Severius represents his wide control area and the accuracy of his spells. In the early game, he absolutely could target models with Influence, but if your opponent is aware of this ability then they shouldn't be leaving warrior models behind their 'caster or 'lock as the Hierarch will just be able to cast Influence multiple times and then finish off with Fires of Communion to take over the models in question and kill the 'caster. Ranged assassination is the surer bet.
Note: Careful with the synergy links. Most of those lead
to MKI summaries.