You can fit 2 655 point units into a 1750 army? That's a very high risk strategy considering how they can get bogged down.10 Warlocks, 1 with enhance, 1 with embolden and jetbikes clock in at 470 pts.
Add your 185 point Farseer with Fortune, Spirit Stones, Doom, Runes of Witnessing (you really really don't want to fail fortune) and Runes of Warding.
Then go off and cause 18 wounds on the charge versus Ork Boyz, or 7 wounds versus Tacticals. On average. After saves. Before No Retreat.
You can fit two of these units (one without the Runes of Warding) in at 1750 pts, and have some points left over for some claiming jetbike squads, and some avengers in a holo-Falcon. Charge as many units as possible, for example it's fully feasible to wipe out 4 full Ork mobs in one close combat-phase, if your opponent tries to swamp you. You'll lose about 11-12 warlocks going into 120 ork sluggas , but you'll still win combat with about 25-26, since you'll strike first.
It's a quite horrifically powerful unit. You don't need destructors or singing spears, just bury the opponent under the sheer weight of attacks.
They're pretty much as mobile a unit as they come, and will buzzaw through almost anything. What will bog them down? I mean, even assault termies charging (albeit without chaplain) will have a hard time winning convincingly.You can fit 2 655 point units into a 1750 army? That's a very high risk strategy considering how they can get bogged down.
Aramoro
Assualt Termies wont kill your monster unit, but then again you wont kill them either. You will eventually grind the termies down after a few turns but if your opponent rolls up with a Libby with his Physic Hood and Null Zone you're going to have a very bad day. I'm not saying it won't work it's just very high risk.They're pretty much as mobile a unit as they come, and will buzzaw through almost anything. What will bog them down? I mean, even assault termies charging (albeit without chaplain) will have a hard time winning convincingly.
The seer council is as sturdy and choppy as Nob Bikers. Heck, if you Doom and then fire your catapults at a T4 unit you'll average 14 wounds.
Really Cheesy!You may also want to rethink the "Lots of Guardians" idea... they do suck cheesy goat balls.![]()
I agree, Assault termies is a really bad matchup. Those and Nob Bikers can actually go toe to toe with the council, and if there's an Active Null Zone without fortune, you're basically toast.Assualt Termies wont kill your monster unit, but then again you wont kill them either. You will eventually grind the termies down after a few turns but if your opponent rolls up with a Libby with his Physic Hood and Null Zone you're going to have a very bad day. I'm not saying it won't work it's just very high risk.
Aramoro
They really don't care about Perils. Your 400+ pt unit which relies on a re-rollable 3+/4++ is suddenly sitting at 3+/4++...torrent is a lot more effective against them now and all those points are essentially wasted. The increase Eldar worry about is psychic defense considering they have the best psychic defense of their own in RoWard. Null Zone is very annoying but since the majority of current psykers are W2 w/o invuls, Perils freaks them out. Add in Jetlocks have a 3+ and Null Zone isn't omg game over like it is to foot councils (though it does cry when plasma hits).There might be a increase in psychic attacks such as null zones but Eldar are the only guys capable of avoiding perils of the warp attacks. Stupid humans!