Revisiting The Eldar Seer Council In 40K 6th Edition



There is no arguing that the best way to run a seer council is on jetbikes which pushes greater toughness, more mobility, cover saves, and firepower options with singing spears, witchblades, destructors, or shuriken catapults as needed…but sometimes a foot council demands to be played, at least in my foot Eldar build just because it can be done.

That said, even with the points, I still want to get the “best” out of the unit and not have it be a total point sink. In revisiting my setup I have to say there is something to be said for the invisi-council even on foot, I’ve just had to be a bit more defensive with the unit rather than my normal go on the offense.

Normally I Eldrad them up with fortune and doom and send them out as a kind of ponderous death start to fry dudes with destructor. The 4+ rune armor re-roll is “OK” and if they last to turn four I’m happy.

But now they are more about area denial and blocking stuff off from the rest of my warhost. I’ll get to center terrain and go invisible + fortune for the 2+/4+ re-roll as needed and trying to assault me off the terrain with invis, fortune, and doom up is a biatch. There is still the threat of my mass destructors so units can’t get that close or I bake them, marines don’t have to be that afraid, but xenos is another story.

Imagine the foot-seer council as a wheel hub that the rest of my army works around.