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I'll be honest. Its been a long time since I've seen a Seer Council on the table. The random generation of powers along with each unit only being able to cast a power once has really sort have brought down their popularity. That said, with 2 Farseers you have much better odds of getting Fortune (if that's your game) or Invisibility (if THATS your game). The Warlocks can still boost or curse units a bit, but doubled up powers there are a waste. Their main function becomes keep the unit alive and give out Warp Charges to the Seers.

Light Transports dont stand a chance against Warp Spiders and Wave Serpents. WS's (both) have more than reasonable fire power to slow/stop light transports from being effective.

Against high AV targets, very common in 1850, you have 2 lance shots and the Seer Council. If anyone shut down the Fire Prisms (not all that hard, they are only AV 12) they only have to speed bump or tarpit the council to prevent serious damage. Your Council, as it is, lacks Hit and Run to prevent this tactic. It will also face issues if it fails to get the +1 Armor power (though plenty of chances with 8 Warlocks) or if the power fails to go through or is denied. Templates or anything that ignores cover can do serious damage to things relying on a cover save. (Invisibility has less issue there, though)

Watch out for flyers and Flying MC's (a common Eldar problem) and I think the list will be fine. Between your Spiders and Serpents you can handle a couple Flyers. With 6 tanks, 1 heck of a deathstar, and 1 nasty fast attack unit the enemy will have a tough time gauging target priority. Just dont be caught in the open at inopportune moments and I think it should do fine (assuming you powers come out well, psykerstar=gambling)
 
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