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Best counter list I've seen was zandrehk to remove hit and run (no rolls needed and no DTW) , 9 scarabs on a sky shield so serpents can't shoot them, and 3 spyders to shelter zandrehk and spawn scarabs. Scarabs tie up seer council all game due to low damage output and they lose hit and run.

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 hyv3mynd wrote:
Best counter list I've seen was zandrehk to remove hit and run (no rolls needed and no DTW) , 9 scarabs on a sky shield so serpents can't shoot them, and 3 spyders to shelter zandrehk and spawn scarabs. Scarabs tie up seer council all game due to low damage output and they lose hit and run.


Thats another really good option. Totally a kick in the pants for the seer council.

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thanatos67 wrote:
 hyv3mynd wrote:
Best counter list I've seen was zandrehk to remove hit and run (no rolls needed and no DTW) , 9 scarabs on a sky shield so serpents can't shoot them, and 3 spyders to shelter zandrehk and spawn scarabs. Scarabs tie up seer council all game due to low damage output and they lose hit and run.


Thats another really good option. Totally a kick in the pants for the seer council.


Too bad it sucks against nearly everything else.

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Asmodai Asmodean wrote:
thanatos67 wrote:
 hyv3mynd wrote:
Best counter list I've seen was zandrehk to remove hit and run (no rolls needed and no DTW) , 9 scarabs on a sky shield so serpents can't shoot them, and 3 spyders to shelter zandrehk and spawn scarabs. Scarabs tie up seer council all game due to low damage output and they lose hit and run.


Thats another really good option. Totally a kick in the pants for the seer council.


Too bad it sucks against nearly everything else.


Nope. The rest of the list had 4 night scythes, riptide, buffmander, and kroot.

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I have seen a seer council with I believe 10? locks and baron played at our store. The player to do the best against that setup was actually a guardsmen player running a sanctioned psyker and a squad of psykers or whatever they were called. The seer council spent 2 turns at LD 2 and then got flatened by a couple of basilisks that landed head on. Can't remember the psychic power that they have, but it's a baseline for guardsmen. That + psychic shriek I could imagine does a ton of damage to a lot of different army combos.
   
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Sorry but what sort of Eldar players do half of you play? I dig the thread and think it is a great initiative on the OP's part, but half of the ideas here involve the Eldar player being completely daft. A Seer Council is fast enough that it doesn't have to fight anything else in the game unless it chooses to. Most of these suggestions require the Eldar player to leave the Council in range of something that is obviously bad for them. Even with the 6" move, 6" disembark and 2D6" charge from an assault vehicle or the bestial fleetness of Scarabs, the Council can easily sit outside of that range and make it an non-issue, or in the case of the assault vehicles, just have something else in the army flatten them.

The suggestions in a vacuum may seem good, but I think too many people are looking at a best-case scenario and forgetting the opponent's brain likely function at a capacity at least equal to your own.

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icefire78 wrote:
I have seen a seer council with I believe 10? locks and baron played at our store. The player to do the best against that setup was actually a guardsmen player running a sanctioned psyker and a squad of psykers or whatever they were called. The seer council spent 2 turns at LD 2 and then got flatened by a couple of basilisks that landed head on. Can't remember the psychic power that they have, but it's a baseline for guardsmen. That + psychic shriek I could imagine does a ton of damage to a lot of different army combos.
Seer Council has a pair of Mastery Level 3 psykers and Fortune lets them reroll Deny the Witch. So the unit will resist the spell 75% of the time, even assuming the Psyker Battle Squad passes their Ld9 Psyker test.

Meanwhile, the Psyker Battle Squadron needs Line of Sight to the squad and cannot draw line of sight via firing ports. Keeping them alive long enough to pull off this trick would be a difficult task even if you weren't going against an army with wave serpents.

What you've described certainly could happen, but it doesn't sound very likely. At the very least, it sounds like the squad didn't get Fortune and there was some very unlucky rolling on the part of the Eldar player. But it seems more likely to me that the players weren't aware of all the rules at play.

As far as Psychic Shriek is concerned, remember that that also has to test against Deny the Witch and has only 12" range. Against jetbikes...well, good luck. And they still get a rerollable 4++ against it.

This message was edited 1 time. Last update was at 2013/11/30 18:28:28


 
   
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But totally unreliable. The Sanctioned Pyskers first have to pass their test (I believe they are Ld 9, 'cause they are more disciplined then 'Locks...) then the Seestar has to fail it's 4+ Deny the Witch, usually with re-roll, and by turn two they can be in assault. Also why on earth was the SeerStar not inside the basilisks minimum range? Sanctioned psykers might work on a good day, but the odds are definitely against them.

 
   
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You can still indirect fire in minimum range. If you roll to scatter pray you don't hit your buddies.


Automatically Appended Next Post:
I agree he did have some bad luck on deny the witch rolls, but it is a good way for guard to deal with the star. Just tossing out suggestions. Multiple squads may work as well, but then you'd be basing your army around that thing. I honestly think most reliable way is either GK missles or Nids getting into SITW range. The player I saw doesn't have the psykers in a chimera, he just puts them behind an aegis line and goes to ground against most shooting since they are only there for the power. Also a lot of stuff has indirect fire now meaning even if the council is behind a wall, all it means is you have a little less accurate artillery bombarding your squad.

This message was edited 1 time. Last update was at 2013/11/30 18:40:44


 
   
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How would Sororitas Dominon Sqaud Scouting in a Immolator do?

multiple melta guns (3-4) - stick a Priest in with them with Litany and you auto pass your Act of Faith and so Ignore Cover as well.

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It would do ok, but would be tough also since it couldn't kill enough of them even considering every shot hit wounded and killed a model. You could get lucky and pick one of the fortune locks or protect ones, but those are usually in the back and not able to be reached easily.
   
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Hmm maybe need to use two squads then

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Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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