
Nullify their powers,Īnd they become much less dangerous. Hoods (or whatever the equivalent for your army). The single best way to counter them is with Psychicĭefense, boost those Deny the Witch rolls and/or throw in some Psychic Keep in mind that first and foremost, a Seer Council is a giant blob The only thing in the game that reliably combines that is Tau Buffmander units, which again, non-Tau players can't take. It also comes down to the fact that the only way to counter the thing is at range (because of Hit & Run, so locking them in combat is unlikely) and with weapons that both Ignore Cover AND are AP2. Giving Warlocks a Psychic test re-roll almost completely negates the issues with their middling Leadership 8 (which was written to make their powers a little less absurdly powerful). My secondary problem is it's an Eldar unit frosted with Dark Eldar just to make it unfair (and kind of un-fluffy, which bugs the crap out of me). My biggest problem with this unit is it's massively unbalanced. It's deadly in CC, deadly at range, and Warlocks can do things like make a Riptide or unit of Terminators suddenly have a 3+ save, -1 WS/I, unable to Run, S3, etc. It can move quickly enough to catch (or get away from) anything. It can tackle any unit in the game and beat it, easily. It's quickly apparent why a unit like that is a problem for any army that doesn't have Eldar or Dark Eldar as their Primary Detachment. With a lot of preparation, it might be two rats. With that on the table, this mouse is your army. Here is a more detailed breakdown of what it is and how people use it, although this is an old post so for whatever reason the original poster didn't realize that Singing Spears make the unit far more dangerous.

He also adds Offensive/Defensive grenades, allowing the unit to assault into Cover without losing Initiative. The Baron adds a +1 to Seize the Initiative, Hit & Run, a 2+ base save (for if they don't get the Protect Warlock power) and "Grisly Trophies" which allow the unit to re-roll Psychic tests. They also have an unusually high (for Eldar) Toughness of 4, and Singing Spears - which give every model in the unit (except the Baron) a S9 weapon at 12" (probably with Guide for a re-roll to hit), and a Fleshbane weapon in CC (probably with Prescience for a re-roll to hit). With Jink saves, the combination of these gives the entire unit a 2+ Armor, 2+ Cover (if they move), and 4++ save, all with a re-roll. What players try to do is get Fortune (Runes of Fate #5, "Re-roll failed saves"), Conceal (+Shrouded), and Protect (+1 Armor Save). That means 6 powers (usually off of Runes of Fate, Farseers), up to 10 powers off of Runes of Battle (Warlocks), and anywhere between 8 and 12 Eldar Jetbikes (I don't need to explain why those are scary) It's a large unit of Warlocks on Jetbikes with two Farseers on Jetbikes and the Allied Dark Eldar HQ Baron Sarthonyx.
