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 Thoughts on bringing a Farseer to realspace raids

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grandlordzero
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PostSubject: Thoughts on bringing a Farseer to realspace raids   Mon Jun 10 2013, 01:31

So with the new Craftworld codex out, Farseers have changed. Alot. Rune of Warding used to be the best psychic defense in the game. Now its not even worth the points to purchase it. To top it all off, powers are randomly generated now. Sure prescience/guide are primaris powers, but obtaining doom or fortune is luck of the draw.

Now I'm not the kind of player who's just going to bench my Farseer as soon as it gets nerfed, that would be silly. However, the changes do warrant a deep look at whether the points spent on bringing a farseer might be better spent somewhere else. Prior to the update, I brought a jetseer and a small squad of guardian jetbikes for 3 reasons. They were my psychic defense, they were fast and tough objective holders, and they could cast Doom (which still worked with DE allies pre-update, unlike guide and fortune. Doom helped me gang up and wipe out tough units like marines and ork mobs.). Jetseers still synergize well with guardian jetbikes (which are both better AND cheaper now), and Farseers themselves are arguably cheeper now since you don't have to pay for each power (this helps balance out the woes of having to randomly generate powers.) I think ultimately, the farseer should be judged not by how it operate alone, or even how it operates with its own craftworld units (such as jetbikes), but how it blends into the Dark Eldar army.

Other then the farseer and jetbikes I bring, the rest of my army is dark eldar with troop raiders and ravagers, (Occasionally with Reavers swapped in to replace a ravager if im feeling speedy).

My questions to you all are as follows:

1: How do guide and prescience effect reaver bladevanes/caltrops?
2: How do you calculate the mathhammer for re-rolls on shooting for ravagers? (i want to see just how more accurate they get firing all 3 darklances as twin-linked. Not sure how to calcualte it with rerolls factored in though.)
3: What are good eldar units to pair with a farseer, assuming Dark Eldar are your primary detachment. (and why are these units good)
4: What are your strategies for psychic power generation?
5: Ultimately, do you think farseers are still worth the points as allies to the Dark Eldar after the nerfs?

And a slightly more off-topic question, who do you think are better escorts for a Jetseer? Guardian Jetbikes, or Reavers? and why?

A cunning Archon uses his allies as a means to an end. A tool that cannot perform its intended function should be discarded. Is it time to turn our craftworld allies into soulstone-suckem candies? Or do they still have a purpose to serve?

Also, feel free to post your experiences and thoughts on the new farseers.
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Bibitybopitybacon
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PostSubject: Re: Thoughts on bringing a Farseer to realspace raids   Mon Jun 10 2013, 02:23

1: It doesn't effect them at all. Guide is only for shooting attacks and prescience lets you reroll misses in both shooting and cc. Reaver's bladevanes hit automatically so they do nothing for it.
3: I think wind riders are best personally for jetseers since with reavers you tnd to be turbo boosting a lot. Wraith guard are nice for toughness 6 goodness otherwise, though I think im going to use a spirit seer (3 of them! thank you supplement) for my hq.
4. I just roll once on all three tables that they have access to since all three primus powers are great as a fall back.
5. nerf? they are mastery level three and singing spears lost the two-handed tag. They are better at what they should have been doing to begin with, buffing your own guys and worst at stopping other witches, but every psychic defense is getting nerfed eventually anyways if they keep with this trend so not a huge deal.
I'm no good at math hammer but other could help im sure
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Tiri Rana
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PostSubject: Re: Thoughts on bringing a Farseer to realspace raids   Mon Jun 10 2013, 02:31

2. Take the chance to hit and add the chance to miss multiplied by the chance to hit with a re-roll.
So a Ravager with BS 4 would have a chance to hit of 4/6+2/6*4/6=88%

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Crisis_Vyper
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PostSubject: Re: Thoughts on bringing a Farseer to realspace raids   Mon Jun 10 2013, 03:47

@grandlordzero wrote:


My questions to you all are as follows:

1: How do guide and prescience effect reaver bladevanes/caltrops?
2: How do you calculate the mathhammer for re-rolls on shooting for ravagers? (i want to see just how more accurate they get firing all 3 darklances as twin-linked. Not sure how to calcualte it with rerolls factored in though.)
3: What are good eldar units to pair with a farseer, assuming Dark Eldar are your primary detachment. (and why are these units good)
4: What are your strategies for psychic power generation?
5: Ultimately, do you think farseers are still worth the points as allies to the Dark Eldar after the nerfs?

And a slightly more off-topic question, who do you think are better escorts for a Jetseer? Guardian Jetbikes, or Reavers? and why?

A cunning Archon uses his allies as a means to an end. A tool that cannot perform its intended function should be discarded. Is it time to turn our craftworld allies into soulstone-suckem candies? Or do they still have a purpose to serve?

Also, feel free to post your experiences and thoughts on the new farseers.

1. Nothing whatsoever. It is neither a shooting attack nor a close combat attack. It is a movement attack.
2. What Tiri Rana said
3.I personally do not pair my Farseer with anything due to the Mantle of the Laughing Gods. It allows me a 2+ rerollable save whenever I move, and putting him in a squad makes him a bigger target. The Seer's small size will help him hide among all the terrain and other models quite fine while casting his voodoo.
4. One for Runes of Fate, one for Divination and one for Telepathy. The first two are explanatory, but the reason why I take Telepathy is because it offers some interesting things that help Dark Eldar in general.
5. I personally take the Seer as a way to make my army more consistent, and thanks to the combination of guide and prescience, my army is now even more reliable than before. Also the Seer allows me to take War Walkers. Having twinlinking on ravagers/ Venoms/ whatever shooting unit you have is amazing especially when Dark Eldar now relies so much on alpha/beta strikes.


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