
Hi Fritz.
I just wanted to let you know that your tactics and videos let me come to 6th with my templar army at 1750p and I had only 2 troop choices!! there were 5 games, 2 killpoints, 2 with 5 objectives and 1 bases.
I won 2 and tied 3. If I had thought with my brain and not with my fists then it would be 3 wins and maybe a 4th place in a tournament where there were 30 players.
This was my first tournament ever and I really liked it and I will be attending in the future tournaments.
Thanks Fritz, you´re the best!
Thanks man! 6th place in your first tournament is great, can’t ask for a better start! 30 players overall is also a solid base to compare yourself against. I’ve been saying ‘Templars, and for that manner all the older ‘dexes still have some punch if you can take step back and figure out how to play them.
I think, perhaps as you have found out, the biggest challenge is that they are NOT 5th edition books, as mentioned in my ‘Templar .PDF they were written when the game mechanics in terms of winning mission was vastly different. Trying to build a 4th edition army with 5th edition missions in mind is just gimping it from the start. Not saying that it is easy, but the winning formula for the older books is to jus take two troop choices, protect them through transports, reserves, and the like, and then spend the rest on “killy” and units to crush your opponent. Taking razorback spam when it costs ‘Templars a premium just isn’t going to stack up against ‘wolves or BA, but taking furious charge preferred enemy terminators, command squads and dreads, etc. will as the newer marine ‘dexes still don’t get those units at any point cost.
Awesome again, keep up the wins!
Hey Fritz,
I saw your battle report with the jetseer council on Youtube and it intrigued me. I love playing footdar and councils, but I can't come up with a way to play two full councils without just slogging and tar pitting an enemy squad.
If you wouldn't mind, what kind of list do you think would best compliment that? I was wondering if 10 Wraith guard, concealed and fortuned would be a good choice.
Again, I'm stuck on this.
Thankfully Eldar seer council still have some bite in the current 40K metagame, and more than anything that is what is still keeping them alive as an army as we are waiting for a new codex to drop. Besides having the best psychic defense in the game, their powers, combined with abilities are the double threat of damage dealing and staying power- even at the cost of them, but are seer councils really that expensive compared to some of the other death start like units we are seeing in the game?
Before we get into councils proper, the two weaknesses that they have are size and their dependence on psychic powers. In any point game you can only have two of them so they are easy to tarpit and stall, and against certain armies like Space Wolves who can shot down their powers on a 3+ that becomes a huge liability.
Speed takes care of tar pitting which is why jetbike councils are the best way to go. You control the distance moving 12” and then 6”in the assault phase, PLUS you get the 3+/4+ armor saves which with fortune up is rock solid.
Second choice would be to put the council in a falcon tank which then works as an extension of the unit. Guide and fortune go up on the tank on turn one as it moves, shoots, and gets into position, and then on turn two fortune goes up on the seer council and doom hits the unit they are going to strike.
But on foot?
Meched up your council can be both defensive and offensive, reacting as needed. On foot their role really just shifts to a defensive model since walking across the board doesn’t work- you will get shot up and are just way slow. Really they work “Iyanden” style as if you were/are playing wraithguard and wraithlords- it is a static army. You use objective placement, which is 99% of how this army plays to move your opponent around on the table, and your council/guard is just placed along the way. 100% the enemy comes to you, they have to if they want the objectives. The build does well on multiple objectives, and kill points, but on capture and control often the best you can do is go for a tie.
So if you are asking about being on foot, build that council and play it with that in mind- where can I set it up so my opponent has to come in contact with it…
I just wanted to let you know that your tactics and videos let me come to 6th with my templar army at 1750p and I had only 2 troop choices!! there were 5 games, 2 killpoints, 2 with 5 objectives and 1 bases.
I won 2 and tied 3. If I had thought with my brain and not with my fists then it would be 3 wins and maybe a 4th place in a tournament where there were 30 players.
This was my first tournament ever and I really liked it and I will be attending in the future tournaments.
Thanks Fritz, you´re the best!
Thanks man! 6th place in your first tournament is great, can’t ask for a better start! 30 players overall is also a solid base to compare yourself against. I’ve been saying ‘Templars, and for that manner all the older ‘dexes still have some punch if you can take step back and figure out how to play them.
I think, perhaps as you have found out, the biggest challenge is that they are NOT 5th edition books, as mentioned in my ‘Templar .PDF they were written when the game mechanics in terms of winning mission was vastly different. Trying to build a 4th edition army with 5th edition missions in mind is just gimping it from the start. Not saying that it is easy, but the winning formula for the older books is to jus take two troop choices, protect them through transports, reserves, and the like, and then spend the rest on “killy” and units to crush your opponent. Taking razorback spam when it costs ‘Templars a premium just isn’t going to stack up against ‘wolves or BA, but taking furious charge preferred enemy terminators, command squads and dreads, etc. will as the newer marine ‘dexes still don’t get those units at any point cost.
Awesome again, keep up the wins!
Hey Fritz,
I saw your battle report with the jetseer council on Youtube and it intrigued me. I love playing footdar and councils, but I can't come up with a way to play two full councils without just slogging and tar pitting an enemy squad.
If you wouldn't mind, what kind of list do you think would best compliment that? I was wondering if 10 Wraith guard, concealed and fortuned would be a good choice.
Again, I'm stuck on this.
Thankfully Eldar seer council still have some bite in the current 40K metagame, and more than anything that is what is still keeping them alive as an army as we are waiting for a new codex to drop. Besides having the best psychic defense in the game, their powers, combined with abilities are the double threat of damage dealing and staying power- even at the cost of them, but are seer councils really that expensive compared to some of the other death start like units we are seeing in the game?
Before we get into councils proper, the two weaknesses that they have are size and their dependence on psychic powers. In any point game you can only have two of them so they are easy to tarpit and stall, and against certain armies like Space Wolves who can shot down their powers on a 3+ that becomes a huge liability.
Speed takes care of tar pitting which is why jetbike councils are the best way to go. You control the distance moving 12” and then 6”in the assault phase, PLUS you get the 3+/4+ armor saves which with fortune up is rock solid.
Second choice would be to put the council in a falcon tank which then works as an extension of the unit. Guide and fortune go up on the tank on turn one as it moves, shoots, and gets into position, and then on turn two fortune goes up on the seer council and doom hits the unit they are going to strike.
But on foot?
Meched up your council can be both defensive and offensive, reacting as needed. On foot their role really just shifts to a defensive model since walking across the board doesn’t work- you will get shot up and are just way slow. Really they work “Iyanden” style as if you were/are playing wraithguard and wraithlords- it is a static army. You use objective placement, which is 99% of how this army plays to move your opponent around on the table, and your council/guard is just placed along the way. 100% the enemy comes to you, they have to if they want the objectives. The build does well on multiple objectives, and kill points, but on capture and control often the best you can do is go for a tie.
So if you are asking about being on foot, build that council and play it with that in mind- where can I set it up so my opponent has to come in contact with it…







