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		<title><![CDATA[Latest posts for the thread "Spiritseers"]]></title>
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				<title>Spiritseers</title>
				<description><![CDATA[ Spiritseers—are they worth it (and their uses)<br /> <br /> This does not extend to the new Iyanden Codex. There is <i>no</i> way I am paying $50 for a book with about one page of extra rules. No way.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 15:14:29]]> GMT</pubDate>
				<author><![CDATA[ wilsjur]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ I played against one last night and I was impressed by it. It has some nice rules and is pretty fluffy. Need to run it of course with a nice wraith contingent. <br /> <br /> Don't know if you can use its 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on a Wraithknight. That  would be pretty nasty.<br /> <br /> Only downside is a pretty big bullet magnet. ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 15:17:58]]> GMT</pubDate>
				<author><![CDATA[ Glocknall]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ Like everything else Eldar, they're awesome if the rest of the army suits their force-multiplying abilities.<br /> Spirit Mark is particularly deadly if he's allowed to get close enough and you have the Wraith units to back it up. And being able to take T6, 3+ (possibly 5++) Troops to take objectives in a Codex that's otherwise filled to the brim with T3 is amazing.<br /> <br /> The psychic powers, unfortunately, are hit and miss so are not to be relied upon. Unless you plan for Divination instead, that is.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 19:41:23]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/532261/5715249.page"><b>Super Ready wrote:</b></a><br/>Like everything else Eldar, they're awesome if the rest of the army suits their force-multiplying abilities.<br /> Spirit Mark is particularly deadly if he's allowed to get close enough and you have the Wraith units to back it up. And being able to take T6, 3+ (possibly 5++) Troops to take objectives in a Codex that's otherwise filled to the brim with T3 is amazing.<br /> <br /> The psychic powers, unfortunately, are hit and miss so are not to be relied upon. Unless you plan for Divination instead, that is.</div></blockquote><br /> <br /> Spiritseers can't take divination. Most of the Runes of Battle are very good, I wouldn't say they are hit or miss at all. They can swap out for Telepathy, but Battle is really good on it's own.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 20:16:02]]> GMT</pubDate>
				<author><![CDATA[ Sasori]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ Oh crud, so they can't. The problem I've found with the Battle powers is they can be situational and not at all useful for where the Spiritseer's sitting. Though I suppose that's true of most of the new powers and at least you do get access to twice the powers...]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 21:08:04]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/532261/5715463.page"><b>Super Ready wrote:</b></a><br/>Oh crud, so they can't. The problem I've found with the Battle powers is they can be situational and not at all useful for where the Spiritseer's sitting. Though I suppose that's true of most of the new powers and at least you do get access to twice the powers...</div></blockquote><br /> <br /> I guess it depends on how aggressive you are with the Spiritseer. I find most of the powers are very useful.<br /> <br /> Granted, I think I will prefer taking the Iyanden supplement, which allows up to 5 Spiritseers, and the Battlefocus/Furious Charge primaris.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 21:11:06]]> GMT</pubDate>
				<author><![CDATA[ Sasori]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ The Iyanden supplement seems like a very good purchase. Overpriced for sure, but at the same time very much worth it.<br /> <br /> Think of it as a long term investment. <br /> <br /> <br /> Say a codex will last you 5 years, after which time it gets updated and you need to buy a new one. <br /> <br /> $50 codex will be $10 a year to keep playing. <br /> <br /> add a $40 supplement to that. Now its $14 a year. Not that bad actually.<br /> <br /> Sure, its $90 upfront for a complete book. But compare it to all the other hobbies you could be doing and its not so bad. Toss on another $150 for new model to update your force and really its only $240ish every 5 years or so.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 21:35:40]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ I don't play an Iyanden list though—I only use a squad of wraithguard/blades and a wraithlord or two.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 22:07:39]]> GMT</pubDate>
				<author><![CDATA[ wilsjur]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/532261/5714545.page"><b>Glocknall wrote:</b></a><br/>I played against one last night and I was impressed by it. It has some nice rules and is pretty fluffy. Need to run it of course with a nice wraith contingent. <br /> <br /> Don't know if you can use its 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on a Wraithknight. That  would be pretty nasty.<br /> <br /> Only downside is a pretty big bullet magnet. </div></blockquote><br /> <br /> <br /> You're talking Wraithseer, the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> unit.  They're talking about the 2 wound Farseer-lite that lets you take Wraithguard as troops now.  ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 22:42:04]]> GMT</pubDate>
				<author><![CDATA[ Arschbombe]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ It's actually $18 dollars a year, and isn't the supplement $50 anyways?]]></description>
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				<pubDate><![CDATA[Sat, 8 Jun 2013 22:52:31]]> GMT</pubDate>
				<author><![CDATA[ wilsjur]]></author>
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				<title>Re:Spiritseers</title>
				<description><![CDATA[ Derp, somehow was dividing by 10 instead.]]></description>
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				<pubDate><![CDATA[Sun, 9 Jun 2013 03:37:34]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/24f89ad8588af5c77e86898320055f5a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/532261/5715720.page"><b>Arschbombe wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/532261/5714545.page"><b>Glocknall wrote:</b></a><br/>I played against one last night and I was impressed by it. It has some nice rules and is pretty fluffy. Need to run it of course with a nice wraith contingent. <br /> <br /> Don't know if you can use its 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on a Wraithknight. That  would be pretty nasty.<br /> <br /> Only downside is a pretty big bullet magnet. </div></blockquote><br /> <br /> <br /> You're talking Wraithseer, the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> unit.  They're talking about the 2 wound Farseer-lite that lets you take Wraithguard as troops now.  </div></blockquote><br /> <br /> Damn my bad. I was playing against a spiritseer was well but forgot to use the spiritmark. He had protect but my <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> were AP2 so didnt make much difference<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 9 Jun 2013 15:09:46]]> GMT</pubDate>
				<author><![CDATA[ Glocknall]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ Well, Spiritseers are worth it if you play Iyanden. Otherwise, don't bother.<br /> <br /> Question: In the Iyanden book, is it possible to play a Spiritseer Council, or do the Spiritseers need to be distributed to the specific units they can join?]]></description>
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				<pubDate><![CDATA[Sun, 9 Jun 2013 16:15:21]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Spiritseers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/532261/5717707.page"><b>wuestenfux wrote:</b></a><br/>Well, Spiritseers are worth it if you play Iyanden. Otherwise, don't bother.<br /> <br /> Question: In the Iyanden book, is it possible to play a Spiritseer Council, or do the Spiritseers need to be distributed to the specific units they can join?</div></blockquote><br /> <br /> From what I've seen, it's neither. You're getting them confused with Warlocks. They're simply <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, as in the normal Codex, and you can take 5 of them per slot.<br /> For a good analogy, look at how Blood Angel Sanguinary Priests work.]]></description>
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				<pubDate><![CDATA[Sun, 9 Jun 2013 23:14:21]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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