Showing posts with label Seer Council. Show all posts
Showing posts with label Seer Council. Show all posts

Friday, December 6, 2013

Breaking The Meta PT 3: Psychic Powers

SeerK here. In this third installment of breaking the meta, we will be talking about using your psychic powers
to maximum efficiency. I would also be remiss if I did not clue people into how you combat psychic powers as well. With all the Daemons and Eldar Bike councils running around you really need to know how to deal with them.

SO this whole thing started because I am sick of Tau and Riptides. These guys a very susceptible to the effects of psychic powers. Granted if they are rolling deep with Riptides they are using the Farsight supplement and have that stupid Amulet of Moloch. Part of establishing psychic superiority and dominance is destroying your opponents ability to counter your powers. Using the previous shooting and close assault methods discussed and good fire discipline can eliminate the threat of the amulet. By concentrating on and eliminating the bearer of the amulet, or equivalent psychic defense, with the heavy hitting weapons, IE your AP 2 weapons, you open up your warlocks and seers to hit the other units in the psychic defense zone with powers like Jinx and Horrify. These allow units like Dark Reapers and others with AP 3 weapons to eliminate the remaining Riptides.

Its all about synergy. Despite how much the codex has changed, the Eldar army is still about synergy. The same could be said for pretty much any army or codex in the game, but Eldar have to work together to get your desired results. This is one of the primary reasons I hate what Wave Serpents have become. They are like a crutch when used enmasse.

Lets look specifically at some of the powers in the Runes of Fate and the Runes of Battle that can help your other units wreck some havoc. Although many lament the fact Warlocks have to roll for their powers and take psychic tests, the Runes of Battle are very flexible now and make Warlocks much more of a utility unit. I myself am A little put off I can only have 10 per primary detachment, but I am an Ulthwe player so I am a bit biased. I digress though. The two powers I really like in the Runes of Battle are Protect/Jinx and Embolden/Horrify.

The Runes of Battle powers are duel use. You have a blessing and a malediction in most cases. My third favorite power is the only exception as it is a witchfire and blessing. That Power being Destructor /Renewer. I choose Protect/Jinx as my first favorite power because it does two things. Literally and figuratively. Not only does it give your units a better armor save but it removes the heavy armor advantage from your opponents units. In the case of 2+ armored units this make your own units way more effective against them. Although this is pretty obvious, the true value does not make itself apparent until you start looking at all your AP 3 weapons and the abilities tied to said units. Combine this with stacking powers and enemy units fall apart quick.

I will use the Riptide as an example. So you have a Unit of Warlocks or several Warlocks within striking distance of a Riptide. You successfully hit the Riptide with a Jinx power. This reduces his armor save to a 3+ and unless he activated his Nova reactor to improve his Invulnerably save this makes the Riptide very Vulnerable to units like Dark Reapers. The Jinx power will affect the whole unit, so if the Tau players is being cute and attaching a Tau Commander or some other independent character to the Riptide they will be affected to.

Embolden Horrify is great for making units more susceptible to pinning and just running away in general. Used in combination with units that have pinning weapons or psychic powers can really cause problems for your opponent. Combining Horrify with the Terrify power can be some great fun. Having a unit or effect that causes you to re roll successful leader ship adds to the fun. For example. You hit say a Unit with the Horrify power. They are at -3 Leadership. You then hit them with the Terrify power. They loose any fearless they may have had, but more importantly they have to take a leadership test and possibly have to fall back. Having a Hemlock Wraithfighter within 12 inches causing a re roll if they succeed in passing the test makes it a bit more interesting. This is a bit stacked I know, but I kinda want the Hemlock to be useful for something. The real benefit to the Horrify power is hitting units of psykers with it. If you get it to go through it can really cause some problems for Seer Councils, screamer stars and Tigerius. It combines will with Mind War and Psychic scream as well so you can set up some one two punches with your Farseers and Warlocks.

Spirit Seers add a nice bridge in the psychic arsenal. They can choose from Runes of Battle and Telepathy. This gives you some utility since they are Mastery level 2. If only they could take Jet Bikes......

What I am really getting at is that you have to look at how all your units interact. Look at how your main codex interacts and build a firm foundation with your codex. Allies do add some nice tricks and gimmicks, but you have to look at what they add to the primary detachment. The Eldar have the greatest psychic might in the game, not enough people are utilizing it. The most common way people are using it is in the form of the Bike Council or Jetseer Council as many refer to it. Two Farseers and up to 10 Warlocks on Jet Bikes. A deathstar to rival any in the game. In fact it may be the end all Deathstar in the game currently. Neutralizing it can be very difficult. Especially if Fortune is involved.

If you are running it or trying to get rid of it, the methods I have gone over here and in the previous two installments help. Basically you are trying to remove the synergy from the unit. Removing the things that make it an unstoppable force. Removing the cover save it can boost up to 2+, getting rid of the Fortune re roll, eliminating the Embolden making it fearless. Also just using things that specifically target psykers. Mindstrike Missiles, Culexes Assassins, Shadows of the Warp, Hemlocks, and my current favorite the Crucible of Malediction. Combined with something that lowers leadership, it can be devastating to a unit of psykers.

The meta will be shifting quite a bit soon. The new supplements are really going to shake things up a bit me thinks. More on that after I read them and we get a reaction from the tournament scene. \\
So there is my 2 cents about breaking the meta. I think I have all the Tau caused anger out of my system now.


Until Next time





Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!

Thursday, October 31, 2013

Breaking The Meta And Killing Riptides PT 2: Close Combat

So before I went on a tangent plugging the ever living daylights out of the Craftworld open and the other events the Craftworld team is bringing you at UCON, I was talking about killing Riptides and trying to break the current meta, which quite frankly is pretty rough right now. Last time we talked about shooting mostly. Now I want to delve into a subject there is much conjecture about in 6th , edition, close combat. I want to also cover the use of Psychic powers, as this is one of the biggest Benefits the Eldar have when it comes to taking down tough enemy units. So lets get into the fray as it were.

Close Combat aka Assault
The Eldar have some crack assault troops. Howling Banshees and Striking Scorpions at the fore. There are some oft overlooked gems in the ranks of the Warhost though. One of my favorites and an excellent slayer of Riptides is the ignored and unused Shining Spear. Now that the Shining Spears can be taken in units of more than 5 they can be a very potent Assault unit. The Laser Lance Is a very short range weapon for shooting, but its primary function is close combat. At a strength of 6 and an AP of 3 they are very effective in hunting big varmints like Riptides. Combine this with the Ability of the Exarch have a strength 8 AP 2 Star Lance and Monster Hunter you can take down most monstrous creatures in a turn with a big enough unit. You also have Hit and Run so you can get out of combat and charge again to get your strength 6 again with the Laser Lances. I personally like running a Farseer and or Autarch with the unit to add some more punch and resiliency. Having invulnerably saves in the mix along with a possible Fortune is pretty handy. Now I know the Laser Lance is only AP 3 but that is effective against most targets. It is not effective to deal with a Riptide though, until that is you hit it with Jinx from a Warlock. I will get into this though when I cover psychic powers.

Dedicated close combat troops are an extremely effective way of dealing with Tau and some other army builds. You just have to know how to deploy them and how to use the troops effectively to get the desired results. The current rules set has killed one of the most effective ways to get your Striking Scorpions in to the fray quickly. Not being able to Assault after an Outflank deployment put a kibosh on one of my favorite tactics. This tactic forced your opponents to deploy his forces in such a way as to avoid being assaulted from the flanks. You can still do this but with units like War Walkers though. Its risky putting a lot of units in reserve, but using a screen of War Walkers followed by a unit of Scorpions can help get the Scorpions into the fray. Most opponents will try and take out the War Walkers first especially if they are armed with something suitably nasty.

Deployment for Scorpions is going to be completely situational. Infiltrating will probably be your best bet for many situations. Deploying in terrain to take advantage if the move through cover and more importantly Stealth will help keep the unit alive as it advances. The real trick is using your other units to funnel your quarry towards the Scorpions. Scarier mobile units can be used in this way. Shining Spears or even the dreaded bike council can really make big critters move where you want them to when you have them barreling down on them.

Arming your Exarch, and actually running an Exarch, is pretty clutch when hunting big critters. Also running a squad of 10 is important. When monster hunting I always arm the Exarch with a Scorpions Claw. With Crushing blow he is strength 7 and strikes at initiative. Adding Monster Hunter to the mix helps the rest of the Squad possibly finish off the high wound models. The only real snag is if the Monster is a character and it challenges the Exarch. With only 4 attacks on the charge the Exarch cant kill a full wound Riptide or Tervigon in one round. Which is kind of important as the Exarch will die quickly on strikes back in a challenge. Dedicated monster hunting units are substantially bolsters by the presence of a Phoenix Lord. Karandras and Jain Zar in their receptive Aspect units make the units much tougher to deal with for your opponent and the killing power is also increased.

Howling Banshees are not really suited to hunting big prey, but they seem to be geared towards hunting characters, especially IC's, and death star units, at least in a support kind of way. They strike fast, but not particularly hard. The Exarch can be kitted with an Executioner which makes her strength 5 with an AP of 2. This is pretty decent for hunting IC's. You can neutralize the IC by giving the Exarch disarming strike and shield of Grace. With very few exceptions you will always be striking first as well. The Banshees are great for supporting Scorpions if you have another unit moving in to support the unit or model the Scorpion unit is attacking.

The Seer Council is a good bridge between Assault and our next topic, Psychic powers. I have always preferred a council on Foot, but its proving to be quite cumbersome anymore. I prefer the foot council
mainly because you cant put Eldrad on a bike. Oh lord do I want Eldrad on a bike. The Bike council is a Death Star at its best. Mobile and chuck full of Eldar psychic Shenanigans. They are good against pretty much everything. Their resiliency make them excellent for fighting other death stars and tough units. If anything just to tar pit them so they are completely ineffective for the rest of the game. The only real down side to a full bike council, that is 10 warlocks on bikes and 2 Farseers, is the amount of points the unit takes up in a list. They can, however, completely cripple a unit before slamming into it and laying waste to it. Jinx, reveal, horrify, enervate and Drain all sap out a units effectiveness and with 10 Warlocks in the group you should get most all of these powers, sometimes doubling up so you can use the Blessing portion to further enhance your already formative capabilities.

We will get into the intricacies of Psychic powers next time. The real thing I am trying to convey is thinking outside the box and trying different things in the codex. The Eldar have changed substantially and it seems people are hung up on Wave Serpent Spam and the old way of doing things.

SO next time Psychic powers.....and probably more UCON plugging


Until next time.....



Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!

Wednesday, June 8, 2011

Please allow me to introduce myself...

Greetings all, I am the StormLord, the third member of the Seer Council.  Unlike Seven and Seer Karandras, I am not an Eldar player.  My preferred army is Necrons.  Yes, you heard correctly.  Even before all the rumors started circulating, I had a metallic army waging war against the Imperium. 

I still consider myself somewhat of a 40K n00b, as I only just got back into the hobby within the past year and a half.  Back in the ancient days, I used to match my Tyranid army against SeerK's budding Eldar.  After taking a 12 year hiatus from 40K, I am back in the fold.  I never quit war gaming during that time, as I have a massive Fantasy Bretonnian army, and 4 others. Various other war games like Mage Knight, HeroClix, Axis and Allies, and Battletech pepper my experience, and give it a different flavor and perspective from your traditional 40K player.

I also run my own blog, Chaos Kingdoms.  Primarily I will keep this as a modeling/war gaming blog with a definite focus on WFB, and my 40K contributions will be kept here. You can check out my last game against SeerK's Dark Eldar here.


Later today I will post my review of the DFG tournament at Game Links. I faced 3 fantastic opponents, but all 3 were Space Marines...

I believe the WH40K Xeno players need to stick together. All this Space Marine cheese and the Imperium of man needs to fall. The Xenos are coming...

Wednesday, September 15, 2010

The Art of War pt 3: The Seer Council

I really do like Farseers. I think that is why I have always have had an Ulthwe themed Eldar army. Honestly besides the Avatar of Khaine is your only real good HQ choice in the list. I have had smatterings of Seer council advice in a few blogs but I decided for part 3 of the art of war to just cover Farseers and Seer Councils as they are the real backbone of the army. They tie everything together and let all the units do their thing and do it well in support of each other.
The basic Farseer clocks in at 55 points. You get a Ghost Helm, Witch Blade, shuriken pistol and Rune Armor. You then buy your upgrades and psychic powers.

Upgrades

Singing Spear- I hardly every buy this option for my Seers unless I am running two of them. I then equip the Warlocks with the Seer with Singing Spears as well so I have a nice short ranged anti tank, thanks to the strength of 9 against vehicles, / support unit. This option should be considered carefully. As your Farseer only has one base attack you only get 2 attacks in close combat. This can be bad if you are taking on a big unit. Granted as long as you have a warlock with enhance and a doom on the unit you are fighting you will make every attack count and pretty much everything that hits will wound.

Runes of Warding- No Farseer should be without runes of warding. In fact unless you have no threat of facing psykers you should always have this upgrade. Although some forum guys say its a waste to give it both your Seers if you are running two . I ignore this as I want to make sure my opponents psykers are taking tests on 3d6 even if I loose a Farseer. This upgrade really is a thorn in the side of Librarian and Rune Priest heavy armies. Eldar are the best psykers in the game so make your opponents remember that.

Runes of Witnessing- You should always equip your Farseer with this upgrade. Even if you have given a Warlock Embolden in his retinue you are much less likely to fail any psychic tests when you are taking them on 3d6 and taking the lowest two.

Spirit Stones- This is also an upgrade I think of as required. Having the ability to use two psychic powers a turn is very important. It allows you to doom a unit or guide it and cast fortune on the Farseer and his retinue.

Eldar Jetbike- This option is best for a second Seer or if you are doing an all mech list. The mobility you are afforded is awesome. You can get the Farseer into range where his powers are most effective and needed and then move him into cover and out of sight. Things do get expensive very quickly though when you start handing out bikes. You must not be tempted to have the ultimate Seer Council of doom at the expense of the rest of your force. I keep the council small so it can easily get behind objects that block line of sight. You can't do that with 11 models in the squad.

Psychic powers

Fortune- This power is probably one of the best and most important powers to take for two reasons. First it increases the squads survivability by a lot. You can take large amounts of shooting and come out relatively unscathed. Second this really frustrates your opponent and he will either throw everything he has at the council or just leave it alone as he feels he cannot hurt it. Playing Eldar is basically like playing the odds. This power gives you much better odds.

Guide- Like Fortune this is a nice power to take if you are running a seer that is going to be near units on a permanent basis. I use this power quite a bit with my Pathfinder units. Re rolling misses gives them a much better chance of getting AP1 hits. Again you are getting the odds to play in your favor. You really do want to doom any unit that the guided unit is shooting at to really make sure it takes the maximum amount of wounds and saves.

Eldritch Storm- Even though this power is only strength 3 it is a large blast template it is very very useful and not often used. You get 2d6+3 armor penetration and it spins the vehicle in a random direction. It is also pinning. SO you can wreck a lot a havoc with units that are clumped together. I only really use this power though when I am using Eldrad. My other seers are pretty lean on powers for points purposes.

Mind War- This is one of my favorite powers. Being able to inflict very large number of wounds with one roll is pretty nice. Granted its is really only effective when you use it on models with low leadership. This is a nice power to take out all those pesky heavy weapon, special weapons and power weapons. Your opponents really loose heart when they loose their precious power fists and plasma guns. Combine this with fire from the retinue and you can really cut down squads to make sure you wipe them out in close combat. Try to avoid models with invulnerably saves unless its a high one and their leadership is like 8 or lower.

Doom- This is the power that really strikes fear into opponents. Any ability that gives you the ability to re-roll wounds is powerful. This power is so great because you cast it once and any failed wounds the affected squads takes until your next turn can be re rolled. This means massive casualties between shooting and 2 assault phases. Dooming a unit can really discourage its use. So besides the obvious effect of more wounds it is also a demoralizing power.

Warlock Retinue

My Warlock retinues are usually pretty big. At least 6. One Warlock should have Embolden so you can re-roll any failed leadership rolls, which includes psychic tests. One with Enhance so you hit most enemy units on a 3 and go way before them in combat with an initiative of 5. I like to also give 2 Warlocks Destructor so you can deal with large units before you charge them. Destructor is pretty devastating against anything with a 4+ or worse armor save.
If you are mounting your Farseer on a bike I limit my council to 4 Warlocks as the unit gets expensive really quick. I do 4 so I can give the Warlocks the power list I just mentioned.
The Farseer and his retinue is a very powerful unit. They can take out just about anything with very little problem. You can afford to be a little bold, but do not damn the torpedoes so to speak. You want this unit to stay alive so use it intelligently.



OK that’s another 2 cents about the Seer Council. I will have another battle report up Saturday. I got a test run in for my prototype Adepticon list versus one of our local Chaos Marine players. It was not pretty. Th list did very well though.

Until then........


Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!