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seer council: jet bikes yes or no
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Old 02 Mar 2009, 14:01   #1 (permalink)
Kroot Shaper
 
Join Date: Nov 2008
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Default seer council: jet bikes yes or no

Hey listen I have been trying to decide whether or not to give my farseers and warlocks bikes or a wave serpeant. I like the tons of mobilty from the bikes but the high cost is turning me away. Also its always a good idea to have an extra wave serpeant flying around. So tell me what you guys think
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Old 02 Mar 2009, 14:23   #2 (permalink)
Shas'Saal
 
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Default Re: seer council: jet bikes yes or no

Depends. How big is the squad and what is the point size of the army?
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Old 02 Mar 2009, 15:15   #3 (permalink)
Shas'O
 
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Default Re: seer council: jet bikes yes or no

It really depends on the size of your army and the rest of your army composition. Seer Councils are huge points sinks...but they're also incredibly durable units. On bikes, they can be even more durable and fast. But they're never very deadly unless you run them with a lot of destructors and get up close and personal.
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Old 02 Mar 2009, 16:58   #4 (permalink)
Kroot Warrior
 
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Default Re: seer council: jet bikes yes or no

I run six Warlocks on bikes with their Farseer. Fortune and doom are a godsend for the unit. I played in an RTT over the weekend and took two rounds of hate from IG guns and did not lose a single warlocks due to rerolling my armor/invuln saves. He was supremely frustrated and it left the rest of my army to shoot back at him unmolested. This is similar to what happens most times I play my warlock bikes. People get fixated on the warlocks because they know how dangerous they can be to armor and to smaller units in close combat and forget about the rest of my army.

I have honestly never tried to use a warlock unit out of a wave serpent because I think the bikes are worth what they give you. the difference in points to give them a properly equipped wave serpent and to give them bikes is basically the same number of points. The bikes will be a little more expensive, but not terribly.

I also do not go overboard with the warlock powers, I give them two destructors and one enhance. If I have five points extra I usually try to slip an embolden in there as well. I run one singing spear (points allowed) in the warlock group, so that I can throw it if I find an opportunity. I do not put it on the farseer to give the farseer (who is probably the last model you pick up) to get the extra close combat attack.

I hope this helps you decide if you should go with bikes or not. I think the speed and versatility really makes the bikes a must.
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Old 02 Mar 2009, 21:51   #5 (permalink)
Shas'El
 
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Default Re: seer council: jet bikes yes or no

I'm in two minds about it....

Pros Bikes: +1 Toughness, fast, versatle, jsj, quick for assaulting if needs be.

Cons: Expense, Converting

Pros Serpent: Good protection, extra heavy weapon (or 2), fast

Cons: Can't assault unless the serpent hasn't moved, big target.


What Im contemplating is what kind of role do you want them to play? As an anti infantry unit I'd probably go in the serpent, al armed with destructor with a farseer with doom and fortune. If tank/armour/tarpit I'd go on the bikes, with embolden, enhance and maybe some destructors (seer the same) What other anti-tank and anti-horde have you got in the list?
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Old 02 Mar 2009, 23:32   #6 (permalink)
Kroot Shaper
 
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Default Re: seer council: jet bikes yes or no

Well if the mods don't mind I guess I will post my list here

Farseer-runes of warding-spirit stones-jet bike-doom-fortune=175
8 warlocks-embolden-enhance-3 destructors=410
TROOPS
5 pathfinder=120
9 dire avengers-exarch-double catapults-blade storm-wave serpent-spirit stones-shuriken
cannon-TL shuriken cannon=282
9 dire avengers-exarch-double catapults-blade storm-wave serpent-spirit stones-shuriken
cannon-TL shuriken cannon=282
F.ATTACK
Vyper-bright lance=75
Vyper-bright lance=75
Vyper-bright lance=75

My idea is the the serpents fly around, unload the avengers and loose hell on anything I want dead. I figured with 42 S 4 shots and 6 S 6 shots possibly re-rolling wounds anything the hit would be gone. the pathfinders sit on an objective and be annoying, the vypers provide long range anti tank and the seer and friends go around dooming, can opening and all around killing. So with that in mind do you guys figure the bikes are the way to go because I do. Oh yeah and how is the list all together
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Old 03 Mar 2009, 14:00   #7 (permalink)
Shas'La
 
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Default Re: seer council: jet bikes yes or no

Quote:
Originally Posted by Durais20
Well if the mods don't mind I guess I will post my list here

Farseer-runes of warding-spirit stones-jet bike-doom-fortune=175
8 warlocks-embolden-enhance-3 destructors=410
TROOPS
5 pathfinder=120
9 dire avengers-exarch-double catapults-blade storm-wave serpent-spirit stones-shuriken
cannon-TL shuriken cannon=282
9 dire avengers-exarch-double catapults-blade storm-wave serpent-spirit stones-shuriken
cannon-TL shuriken cannon=282
F.ATTACK
Vyper-bright lance=75
Vyper-bright lance=75
Vyper-bright lance=75

My idea is the the serpents fly around, unload the avengers and loose hell on anything I want dead. I figured with 42 S 4 shots and 6 S 6 shots possibly re-rolling wounds anything the hit would be gone. the pathfinders sit on an objective and be annoying, the vypers provide long range anti tank and the seer and friends go around dooming, can opening and all around killing. So with that in mind do you guys figure the bikes are the way to go because I do. Oh yeah and how is the list all together
The pathfinders seem a bit out of place, but it could work.

The Vypers should not have Lances. The terrible BS and rate of fire means that they aren't likely to get much done. If you want Vypers, the EML + ShuriCannon is a good combo, or just stick a scatter laser up top for rear tank busting. Otherwise, for anti-tank, a Serpent full of Fire Dragons would be the better choice.
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Old 03 Mar 2009, 22:07   #8 (permalink)
Shas'La
 
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Default Re: seer council: jet bikes yes or no

I'd agree with what he said-drop the Vypers for an eco-Dragon Wagon. They'll blow the klkn out of whatever they get close to, although having an ELM somewhere might be good if the Wagon gets busted or the target's too fast for you to drop off and shoot. But as for the Seer council, they seem like your only CC unit, so you really just want to get them there ASAP, and either will do so, I would suggest the cheaper option.
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Old 05 Mar 2009, 17:13   #9 (permalink)
Shas'El
 
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Default Re: seer council: jet bikes yes or no

I think in mid-level games (1000-1500-ish points) the bikes are the way to go. Even a lone farseer without the warlocks is massively improved by a jetbike, simply because it increases his threat-range of the 'mind-war' power. I wish GW would make it easier on us and make warlock/farseer bodies that attach to jetbiker legs instead of their 'conversion kit', but oh well. GW doesn't love us, we don't have beaks on our helmets :
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Old 19 Mar 2009, 23:08   #10 (permalink)
Kroot Warrior
 
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Default Re: seer council: jet bikes yes or no

One other benefit of bikes for Seers is giving them a 3+ basic save, yes? Another thing that makes Fortune a beauty.

Still, whoo, I struggle coming up with viable situations where they make their points-cost back. Armor-heavy armies, maybe? Plague Marines, or other 5-and-up toughness units?
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