Speaking of psykers, I don't know if you heard, but the ole Aeldari are pretty much jammed full of freaking guys seeing the future and lightning bolting you, so let's talk about them.

1. Farseers: Take them. I mean, I could stop there, but I'm pretty sure you guys want a bit more info. I tend to take two Farseers or Eldrad's bad mamba jamba ass (I mean he is on the freaking cover of the codex) to guarantee I have my Runes of Fortune covered. Doom might be the best power in the game, letting you reroll all wounds on the target. Executioner's potential 2d3, no line of sight needed, mortal wounds is a close second place. Oh, Eldar don't have a Chapter Master or a pretty banner that gives 5+++ Feel No Pain? Well, I guess we just get full rerolls and fnp the old fashioned way, with space magic cast by a guy wearing a big ass hat. On top of all this, the Farseer can use a stratagem for any unit to fire interceptor shots at a deep striking enemy unit. They can take a relic to explode and come back from the dead, and they can get a +1 to both you and a warlock's psychic tests for the turn.

2. Warlocks/Spiritseer: Guys, the OMB lives and dies by Quicken and Protect. Quicken lets you move a unit in the psychic phase for free. Protect increases their saving throw by one, moving that unit of Shining Spears an extra 16" after you've made their save plus one is game-changing. You can and should also cast Fortune on them to give them a 5+++ Feel No Pain. Runes of Battle is your go-to table if you're bringing non-vehicle based armies, and you should include one, probably two, Warlocks (or more) in any army that is using aspect warriors. Guys, just a quick tip: we've all done this and embarrassed ourselves, but remember to buff your units before you quicken them out of range of the rest of your spells.

3. Seer Council: I thought about making this its own category, but I'll just ramble about them in the psyker section and elaborate on some of the strengths I already hit on. First off, if you make these guys part of a Windrider Host, you can charge, attack, and flee your full movement to safety before your opponent is allowed to swing. That's pretty amazing for a unit that wounds on 2s and is doing d3 damage per attack that gets through. Hasta la Vista knights, it's time for daddy Seer Council to put you to sleep. They are great for taking care of large, high toughness targets, and their mobility lets them have range to the entire board to strike. Going first? Go ahead and start on the board and put every buff in the book on them. Going second? Start off the board, deepstrike in, and then put every buff in the book on them. This is in addition to all the strengths of regular Farseers and Warlocks They are hard to master but amazingly fun to play with, and I recommend you give them a shot in your next practice games.