OK Eldar players, I thought I would chime in on the new Farseer, because he is a new level of awesome sauce that I have not heard too many people talking about yet. He is cheap, cheap, and full of useful powers and options through his psychic abilities.

Lets get down to it and do it quickly.

Runes of Warding: Now allow a +2 to your deny the witch roll. This will often mean that psychic powers will rarely effect a unit with your Farseer in it.

Runes of Witnessing: Now allow the farseer to re-roll a psychic test one use only.

Ghosthelm: The farseer can expend one warp charge point to prevent perils of the warp damage.

Singing Spear: 12" S9 AP- Assault 1, fleshbane
or S:user AP- Melee, Armourbane, Fleshbane

He comes in rune armour which gives a 4+ invul save, but the most exciting is that he starts off as a level 3 psyker for his base 100pts. This is cheap for what you are getting, which is access to Divination, Runes of Fate (eldar psychic powers), and Telepathy.

The primaris power for Runes of Fate is the trick here, its Guide, has a 24" range, and effects all friendly units.

So yes, you take your Farseer, take the primaris power Guide from Runes of Fate, and then take Divination and take the primaris power prescience, and suddenly for each Farseer, you can make two units re-roll their shooting attacks. (note that Guide is 24" and effects only shooting, while prescience is 12" and effects all failed to hit rolls).

Now that Eldar are mostly a BS 4 army, you can make any friendly unit (Dark Eldar or Tau included) re-roll their shooting attacks.

The Farseer is much more flexible than just this use, as you can take two farseers to make sure that you also get a good chance at getting your fortune.

So yes, I see the Farseer much improved over the last version. The new codex is opening more opportunities that are hitting the tabletops as we speak.

24 Comments:

  1. Nice write-up, Natfka. Just wanted to point out that Runes of Warding is one use only. You'll probably be getting a 4+ Deny roll, but you only get one 2+. Looking forward to seeing you back in action!

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  2. First of all, Runes of Warding is a one time use piece of wargear as well that costs 10 points - so not really worth it.

    Guide is a bad version of prescience - and now that everything is BS4, guide isn't really needed that much. The other Runes of Fate powers are better except for the stupid idiotic death wish one.

    The fact that the powers are random is a real kick in the teeth to those of us that like to plan a list around synergy. For example if I want to take a wraithblade squad with the axes and shields - I'd also like a farseer with fortune to help them to get to where they're going. Instead I get death wish, eldrich storm and mind war. I trade in one of those for guide which is equally bad if I'm running an tough, assaulty elite Eldar list.

    Say for example, for some reason I felt like knocking the layers of dust off my banshees, but I don't get doom. That squad's effectiveness just dropped by about 33% - all because I didn't roll a stupid dice at the beginning of the game correctly. I wouldn't be opposed to paying a bit more to get SOME kind of control over the random psychic powers but as it is right now, its impossible to get the farseer to be reliable as a force multiplier - since most of the time you'll be multiplying by zero.

    I'm going to use Asurmen, warlocks and avatars almost exclusively in this edition.

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    1. Have fun using Warlocks since you have to assign them to a unit before they generate their psychic powers...

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    3. why do you have to assign the warlocks before generating powers? In the rule book says before we deploy we generated powers of the choosing and in the dex it says once assigned the warlocks can't leave we can assign them as we deploy "as" being the key word just like the nectorns lords or what ever those things called

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    4. Because you have to split them up immediately after warlord traits, which come before psychic powers.

      And yes you can't depend on getting any power but guide, so that's a bit of a nerf to anything dependent on doom/fortune. However if you take two farseers you have a 75% chance of rolling any one power, if you really need it. I find it odd that no one seems to have noticed that fortune costs 2 WC.

      Doom is the hot power now IMO. Rerolling armor penetration is huge, especially for a power that can benefit every ally you can take.

      If I were to complain about anything, it would be how worthless warlock outside of a jetlock council are. They can only join guardian based units. I really don't see why Aspect Warriors would say no to a Warlock joining the group except for the whole 27.8% chance of failure and the 1/18 chance to kill himself.

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    5. Yea...I wish I could take Iron Arm and Invisibility on my Daemon Princes too...but...stupid rules make me roll on charts...

      QQ

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  3. I can't wait to try a farseer on a bike joined to a unit of 6 jetbikes as allies for my dark eldar. So the powers are random, he still brings alot with three powers. Surely one will be extremely useful. If not I question that the general knows what he is doing..

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  4. I believe that the reason people don't really talk about the Farseer is because it feels like the Spiritseer trumps them in most ways... Runes of Battle are just insanity!

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    1. Which will really sell the iyanden supplement, as it allows you to take 5 spirit seers as a single hq choice. Bloody nasty that

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    2. Pretty much. Consensus seems to be that the new Eldar Codex is pretty balanced, but the Iyanden Supplement will make them almost OP.

      You know, because Ward, I guess.

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    3. Wait... Stephen, where did you read that?

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    4. Watch the preview video for the supplement, it shows you stuff like that. You can take 5 Spiritseers as a single HQ choice.

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  5. I don't feel like the spiritseer trumps them at all. Different uses sure but the one area the codex is still weak is anti air. You have an air superiority fighter with paper armor, 2 str7 flakk shots form the reaper exarch. and horribly overpriced war walker flakk missles. Thats ALL for skyfire. A double guide farseer and twin linked wave serpents will I think end up being the primary way to get those 6's for AA.

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    1. Thats just as "bad" asa the rest of us. Chaos Marines gets Havocs with Flakk, Daemon Prince and Hell Drake for AA. Tha latter twos AA is vector strikes, which let's face it isn't all that good. And most chaos players seem to take Auto Cannons over missiles any day.

      Tau seems to have been given some nasty AA abilities. But all over Eldar seem more in tune with the power of Air in 6th.

      Problem is not what the new codices are getting, but what some of the pre 6th codices have in terms of fighters, imo.

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    2. Stormravens are not the issue. They are limited, have about the same survivability vs non sky fire as a land raider and cost about the same points as one with upgrades. Razor wings and void ravens are not the issue either. They are points appropriately for what they are. Necrons flyers are undercosted which is where the problem lies. If a Wave Serpent is 115 base, then a night scythe needs to be at least 125. But the real issue is how undercosted Valks and Vendetta's are AND that you can take them in squadrons. Valks need a point boost and should be moved to dedicated transport. Vendetta's need a huge points boost, loss of transport ability, and like all IG vehicles the squadron rule needs to go. There are Spearhead rules when people want to play with Squadrons and that makes it fair across the board. The fact that for about 1200 points, you could get 9 vendetta's is stupid.

      I would pints the Valkyrie about 125 plus upgrades (upgrades should be cheaper IMO just like what they did with predators). Vendetta is at least a 175 point price tag

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  6. In a shooting focused army, Farseers will be better than Spiritseers.

    In a melee focused army, Spiritseers will be better than Farseers.

    Neither one is an auto include anymore I think.

    Inyanden Supledex is ging to break 6th Ed. Look for it to be banned or severly comped in tournament play.

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    1. Considering how limited (read not available to everyone) it is I think it should be banned, or put in the same category as Imperial Armour books.

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  7. I run a very shooty 1500 pt list. I often outshoot my Tau opponents to claim victory. I am currently running two barebones Farseers and both have performed admirably in the couple of games I have played with the new Codex.

    I actually enjoy the randomness of the powers as it forces me to rethink predetermined strategies, which really I think an Eldar player should be good at, you want certainty, play marines.

    One game I got terrible powers, but they still drew a lot of shooting because phycologically, they are scary, which, doing exactly what they should do, left my more vulnerable units to poor a crap ton of shots out.

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  8. Just a little "side note" Farseers can take Jetbikes (I am 90% sure of it :P).
    Codex Eldar Jetbikes confer a 3+ armor save.
    Which means you can give your Farseer a 3+4++ save, and "jet pack" powers. Not a shabby deal I'd say.

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    Replies
    1. Dont forget that he also gets Toughness 4 and that is amazing.

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