Looking over the Farseers powers, I am in quite a debate with myself what to gift him with. I know you can gift a Farseer with different powers each turn, but I prefer to treat my HQ choices as Special Characters, and once I give them wargear I like I usually stick with it. Gives a better impression that it is the same character each time you play.
Anyway, the Farseer can only take 4 powers, though there are 5 to choose from. So what would you arm yours with?
In my opinion Guide and Doom are almost a must. Guide and/or doom (depending on if you take spirit stones) can turn a medeocre squad into killing machines! A squad of 20 guardians with 40 shuriken shots re-rolling to hit and/or wound would take out a lot! It is pretty self explanitory.
Fortune on the other hand is a less obvious power. It is really helpful, and if cast on scorpions these guys can outlast almost all counter attacks in cc. (except for power weapons and similar weapons.) But now that a Seer council can't really be taken anymore, there is no obvious unit for the Farseer to cast fortune on. I mean there are heaps of units you might want to protect, (conceal and Fortune would make a guardian squad very ressilient.) but my style of play is aimed more at killing my enemy before he kills you, thus there is less need for a deffencive power.
Mind War vs. Elderitch Storm. In the old codex I would have said Mind war hands down, but Elderitch storm has become a whole lot deadly if used with Doom. It has always been shockingly powerful against Imperiual Guard, Dark Eldar and Tau. But you could now wound Space marines with it! Mind war on the other hand is a real character killer, though almost all HQ choices these days have Ld 10 and an invulnerable save of some sort, making Mind War a lot less effective. Especially with the inumberal amount of wargear designed to block psychic powers. (Collar of Khorne, Psychic hood, Warp blade, and various Witch and Daemon hunter abilities and equipment.) So which one is most worth it?
In my opinion it comes down to either taking: Doom, Guide, Fortune and either Mind war or Elderitch Storm. Or Doom, Guide, Mind War and Elderitch storm.
So what would you take?
I take mind war to elimate heavy weapon troops in squads and guide to help my avengers and War walkers.
Hmm, I would rarely ever take more than 2 psychic powers, it is just too expensive. Personally, I swear by Guide, as I used it with great success with my USF on my 20 man Black Guardian squads. They could just wreak havoc. I also never left home without Fortune, as the Seer Council could become near indestructible that way. But with the extermination of the council, Fortune may have lost a lot of flexibility. I never used Eldritch Storm much, as you face power armor a lot more frequently than none power armor. But do not underestimate Mind War. You'd be surprised how often a character won't have an inv save, as your opponent thinks a full squad of ablative wounds will keep his HQ alive. I fought a Space Marine player on Thursday who used a Master with an Adamantium Mantle (thus no Iron Halo), and I chopped him to pieces with power weapons. I haven't played a battle with the new codex, so I don't know much about Doom.
So, I would personally go with Spirit Stones and bring Guide and Mind War (possibly exchange one for Doom, or take Doom as well). Just what I am planning to do. :)
I can see that becasue you want your character to constantly be the same, you want him to have powers to adapt to every possible situation. Realisically that isn't really a good idea. I recommend one of two approaches:
- A - Chuck fluff out the window (which I don't think you'll do) and choose powers based on each battle as it happens, because if you have four powers, you arn't going to use them all and you'll waste your points.
- B - Take powers that you are most likely to use. Cal, think about your traditional playing style and how you are most likely going to use your farseer, and then choose some powers to support that role. I personally think Doom is a must. As your army is all aspects, Guide isn't quite as necessary due to their higher BS, but it may come in handy. Unless you have a warlock bodyguard of more than two models I wouldn't bother with Fortune. With Mind war and Eldritched Storm, you should only take one because you can only shoot one a turn, so of your most frequent opposign armies, which is more useful. Sometimes you jsut ahve to bite the bullet and just take soem. Either that or play five or six games with a mixture and see whcih complememnts your army better.
Personally, I plan on (for larger games) to give my farseer five or so warlocks, so I'm taking fortune, and most likely I'll end up taking Doom too, and I'll only take Guide if I have the points. In smaller games when my farseer is on his own, I'm most likely to take Doom and Eldritched Storm because that way I can sit him out of reach of rapid fire weaponry (in cover) and blow holes in the opposing army with accurate pie plates that re-role wounds.