View Full Version : Warlock Units, are they Generally Worth it?
19th March 2009, 23:38
So, making my 2000 point Eldar list has me including a small squad of 4 Warlocks accompanying my Farseer. The squad, for all five of them + transport, came out to around 410 points. YIKES! :eek:
The thing is, I'm unusre. Are these types of squads generally worth the huge points cost? I mean sure, they shoot three template weapons before making three attacks on the charge that wound on 2+, but they still allow saves. As well, they may have a 4+ Inv save, but their still T3. I'm new to Eldar, and as I haven't ever seen them used or personally used them, I may be overlooking some stuff.
So are they commonly worth it or should they be left at home in most cases?
As well, whats a good way to set them up for them to be slightly cheap yet effective, if you feel they are in fact worth taking?
Sorry if it seems like an easily answered question, but yea I'm a little stuck here I guess :? . Also, I apologize if this should be in General 40k section.
20th March 2009, 00:03
Get them on Bikes is my suggestion. It gives them a real armour save, T4, and they are the hardest unit in the game, without much questioning.
20th March 2009, 02:00
i've seen 3 decent way to run a farseer with warlock bodyguards...
A) seer council on jetbikes, like Tarion'Maseth mentioned aleady they're just uber so long as you don't have my bad luck with rolling and re-rolling saves.
B) 5+ naked warlocks with a farseer or two all on foot without a transport; warlocks are just there to suck wounds for the occaisional failed save. These guys all pretty much out in the open to draw fire while fortuned; even without the jetbikes or the extra warlock powers people don't like seer councils and solong as you 'act' like you're trying to them out of the line of fire they get shot at .. alot! great diversion though still a bit expensive, the re-rollable 4+ inv save keeps them around plenty for your other units to close in for the kill.
C) Similar to 'B' except their not a bluff. most/all warlocks get powers and sometimes a transport. All to show your opponent that ignoring a seer council is never a smart thing to do.
all in all, be sure to get plenty of warlocks unless you're trying to cramp them into a falcon.
20th March 2009, 09:25
I've played many times with a Farseer and a group of Warlocks - Seer Council Style. Let me tell you: THEY ARE AMAZING. 4+ invunerable save with re-rolls (fortune) - all wounding on 2+, all WS 5&6 (enhance) and various other cool powers. Only thing is - like one of the others has mentioned - if you have an unlucky round where you fail a few saving throws - the damage output they can cause is vastly reduced, as the squad can never be massive cos of high points. The trick is - take powers with a few warlocks, but leave more without just to save a few points. Few things to think about:
1. Is hanging around with a group of Warlocks THE BEST way to use a farseer in YOUR army? It depends on what you've got, but personally, I run mine with a squad of 10 Wriathguard and that is the best unit I have witnessed so far in the game. It also depends on HOW you want to use him. You could also put him with some dire avengers (guide & doom) or even a cheap 'one power' farsser (with guide) can stand with your dark reapers and buffing them, while a more expensive farseer is on front lines casting doom on your preferred target (this is an AMAZING combination - espesh against MEQ's).
2. What do you want him to achieve? With a group of Wraithguard for instance - you can claim an objective - and 100% know you're going to keep it! With a Seer Council, you can't do that - so you're there to support other units in your army - Seer Council is defo not a go-it-alone unit.
3. The Seer Council WILL draw a massive amount of firepower from your terrified opponent - unless of course he has other plans for them - like to stay away from them! The fact that your opponent pays so much attention to them will most of the time be an excellent return for points spent - if he's shooting your seer council who are getting in his face - he's not shooting other less resilent units in your army damaging him from afar.
4. Is the transport worth the points? Probably not as a DEDICATED transport. Wave Serpents are not hard to destroy, and with a Seer Council in them they will be target no. 1 - so you may as well use them on foot and save some points - or use the wave serpent seperately (T-Link Bright Lance for instance for some Anti-Tank).
Overall opinion - the unit is Definatley viable if it's what you want to do. It can be an amazing unit in fact - but there are many other applications for a farseer. PERSONAL PREFFERENCE is where it's at!!!
20th March 2009, 11:57
I use a Jetbike Council and personally don't see how a Mechdar list can work without one. It's one hell of a speed bump and can deal with anything from Tanks to Infantry to MC's no problem.
Foot ones ick, actually lets the Sternguard shoot you whereas on Jetbikes they can never realistically deploy unless in a Drop Pod. (USUALLY they arrive the 1st turn.)
The opponent will give them freedom of movement but will know when to "have to" stop them. Capture and Control, the enemy will do everything in his power to block his Objective from my Jetbike Council's wrath.
Wave Serpent isnt good for them. They draw more fire on foot for what that guy is saying. A speeding Wave Serpent is a pretty obvious target if it's coming at me. Wave Serpents are something to hide in :P
20th March 2009, 12:41
Does everyone in your 'bike Council of Doom sport Singing Spears? I'd think one or two would suffice with everybody else wielding witchblades to get more 2+ wounding attacks on the charge. A shame they don't ignore armor saves...
20th March 2009, 12:43
None of them do. I'd rather assault a tank with 21 Str 9 than feel comfortable at 12" with 2 shots...Plus you can multi-combat.
Last night against Tau - 12 Fire Warriors, a Devilfish, and 6 Pathfinders all charged by the Council...Pathfinders died, Fire Warriors fled off the table and the Devilfish was Wrecked.
2 Singing Spears wuh? :P
20th March 2009, 12:46
:o I see your point! A 'bike Council of Doom is, tbh, one of the reasons Mechdar appeals to me. Not to mention the possible mobile slaughterhouse represented by my other HQ choice: 'bike Autarch riding with Shining Spears. If only bikes weren't so bloody expensive in terms of ca$h...
20th March 2009, 12:48
Not terribly expensive if you get lucky to find a Wind Rider Host box (9 Jetbikes, Autarch on Bike, and 2 Vypers) runs pretty darn cheap for all those bikes.
22nd March 2009, 00:44
Pre New Codex I always used to field a Seer Council, was playing a Strike Force so didn't have a choice in the matter, but still. 2 Farseers, 5 Warlocks, it was fantastic and hardly ever managed to get itself wiped out.
However, concidering the emergance of the 4th phase of the game where you cast powers at each other I concider a single farseer almost mandatory. I can't decide if the Jetbike Council is the way to go or not, the foot one almost defintally isn't, however a single farseer, or two of them, coupled with the powerslike doom and guide can be game breaking.
Can't decide however, if 4 base Warlocks, with a nearby Farseer, coupled with something like a quick fortune is worth it as a holding unit for 105 points with Embolden or not. It just seems to be 100points spent not shooting them.
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