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Made in gb
Longtime Dakkanaut




Yeah.. I need a warhound

DFTT 
   
Made in de
Been Around the Block




 koooaei wrote:
You're missing one thing. 2+ rerollable makes you literally immune to damage. you need 36 wounds to force him fail one save. Count how many pts you need to inflict 36 wound to kill a 55 pt seer? They can have 2+ armor, 2+ cover, 2++ invul from baron. If eldar fails some vital buff which is not very likely considering the ammount of rolls, he can withdraw 48' + 2d6' across the whole map if needed to come back next turn.


One can not turbo boost and then have the 2D6 in the close combat phase additionally. I never fielded a Jetbike Council myself but if I did, I would not put the Baron in front of the unit. If you somehow lose the hit and run, the joke is more or less over.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

would Hallucinations or Psychic Scream work? Seems like hallucinations would have a 50% chance of nullifying the unit for at least a turn.

Pestilence Provides.  
   
Made in gb
Longtime Dakkanaut




It will have a 4+ deny.. plus whatever eldar runes do these days

DFTT 
   
Made in de
Been Around the Block




One use +2 to deny roll per Rune of Warding, 10 points.
   
Made in gb
Longtime Dakkanaut




Ok, step 1 is to not play. Why play a game that isn't fun? Impose house rules and pick your opponents.
Now in tourneys this wont work. .. so..

Dont try and kill it.

Play the mission. Hit their serpents and the scoring. Use pointless units to block. They can't kill more than one unit a turn, and aren't all that. Farseer bomb is much worse.
Spread out and outplay them.

DFTT 
   
Made in us
Longtime Dakkanaut




United States of America

Take a fortification with a macro cannon and blow them to hell.

Otherwise don't play them, as an eldar player I only ever use in in WAAC tournaments which my LGS does once per month, though with people bring escalation and stronghold all that D means seer councils won't last long.

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Made in nz
Longtime Dakkanaut



New Zealand

wtnind wrote:
Powerguy wrote:
Cultist unit is going to lose combat and get run down every time.


Cultists are Fearless if you take Typhus as an HQ or take a Hellbrute formation Helcults

Please note I clearly mentioned that this was when the Council has Terrify as well, which means your Fearless goes away and you can literally never win combat with Cultists/Zombies (they are a grind unit, either they are all dead or the enemy is). If they get Fortune early and then get Terrify as well Chaos have basically nothing that can touch them, they don't have to wipe your army out with attacks because they can just kill part of a squad, lose nothing and sweep 200+ points off the board at a time.

@GoliothOnline. All Warlocks and Farseers have Witchblades by default (Singing Spears are just the ranged version which you pay for), which are S3 (usually 4+ with the Warlock buff) Armourbane. Sure they need 9's to glance, but on an untouched Council (assuming 2 Seers, 8 Warlocks and the Baron) that is still 20 attacks at I5+ (assuming they are either multi charging or being charged) which at worst hit on 4+ (usually 3+ because of Enhance) with re-rolls (they will always have Prescience). On a good day they comfortably kill 2 Dreads/Helbrutes, even with sub par rolling without all the buffs they can kill one before it swings.
   
Made in us
Dakka Veteran






Heldrakes are pretty decent against seer stars, any thing that ignores cover and is maneuverable enough to get around the Barron's save can get some wounds through the council. Also hunt his troops.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Yeah, I'll repeat. 2+ cover is a lot scarier than 3+ armor, which is a lot scarier than a 4+ invul. The trick is to peel away the layers like an onion. Start with things that ignore cover, then things which ignore cover and armor.

There are plenty of shooting solutions that ignore cover, and some that ignore armor as well. Probably my favorite here would be a deepstriking lord with a burning brand, especially if he comes with, say, 4 terminators with a flamer and a heavy flamer.

But there's one way that allows both ignores cover and ignores armor, and that's close combat. Yes, yes, jetbikes are hella fast, but if he has to spend most of the game running away from another fast close combat unit, rather than mercilessly hacking at the rest of your army, then you've already sort of won.

And that's to say nothing about field position or any of the other fundamentals either. You might talk about a jetlock council leading a pack of raptors with an AoBF lord around a wild goose chase, but really, who is leading whom? If you're able to push your opponent further and further away out of fear of suddenly: 12 Ap2 melee attacks, then you're really the one controlling them, not the other way around.

And there's a whole bunch of fast melee stuff in the codex from raptors/talons to spawn to bikes of your own, and some less-so options like maulerfiends and a raider list. Heck, just adding a single juggerlord is going to make things pretty uncomfortable, especially if you sneak him in a khorne list with a rerollable charge.

Put another way, play them at their own game. This should be somewhat easy given just how absurdly expensive a jetlock council usually is. If his council costs as much as 3 units of 10 bikes, then you should be able to browbeat him into behaving.



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Made in ru
!!Goffik Rocker!!






I don't see raptors beating seercouncil. Your star will be half the cost but will die in 1 turn of combat. 12 attacks at ws5 = 8 hits = 6-7 wounds, vs Baron it's gona be 6 hits and 5 wounds. 2++ rerollable can handle it. You need 36 ap2 wounds in mellee to go through statistically. Even with just 4++ rerollable it's gona be 1-2 wounds max. So, You're gona loose a 350 pts unit to kill 100 pts of warlocks. Even if he somehow allows you to get in mellee.

This message was edited 4 times. Last update was at 2014/05/06 04:33:17


 
   
Made in us
Daemonic Dreadnought





Eye of Terror

I play against a jetbike seer council about once every month. I am 1 and 3 against them.

The one tactic that has worked for me is 2 10 man squads of Noise Marines with full sonics. Drive up the board, disembark and shoot. They get off 40 shots the round they get off the Rhinos, and 60 the next round if you are lucky. Use the Rhinos to focus your fire on the models you want to wound.

This is usually enough to cause a wound in the first round. Your goal is to take out the guys with Fortune or Forewarning. The council is squishier after that.

Also, it's important to have them near the center of the table. You have a 24 inch radius to shoot with sonic weapons, their mobility counts for a lot less if they are having to hide in the corners. Being in the middle means you control where they go.

The thing I am debating is whether or not to take more Noise Marines the next time we play. When I have lost to them, it was because I didn't have enough shots per turn. I think they will fall reliably to a big firebase composed of multiple units.

   
Made in ru
!!Goffik Rocker!!






You need to get within 12' of them though. Cause the range of salvo weapons is halved on the move.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Can you give an example of the kind of jetlock council you're talking about?

And once again, you don't have to catch them before you can have any usefulness whatsoever against them.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Daemonic Dreadnought





Eye of Terror

 koooaei wrote:
You need to get within 12' of them though. Cause the range of salvo weapons is halved on the move.


Yeah, admittedly, the salvo rule sucks. This was an unnecessary nerf.

To get there, you move up in the Rhino, disembark and move up another 6 inches. You are still limited to shooting 12 inches, but you have moved up 12 to get there. It's like a full 24 inch range, just with only 2 shots.


   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Ally Orks and use a Stompa on a Landing Pad and steal the intiative. That's what I did

Seriously though, stack as many ignores cover wounds as possible. Death through attrition, the Orky way.

Fighting crime in a future time! 
   
Made in gb
Longtime Dakkanaut





Wait till the 24th of May then bring a level 4 psker and put all your deny the witch dice into dispelling fortune.

   
Made in us
Sword-Wielding Bloodletter of Khorne





Is it possible to just throw a Bloodthirster or some other CC beast at it? I'm not sure, haven't played against the council.
   
Made in us
Longtime Dakkanaut




United States of America

The council on the charge (they have H&R so always get a charge) has from a minimum 24+3 fleshbane attacks needing 5s to hit the blood thirster with re rolls, then 2s to wound with re rolls, so chances are you squish one or two and then lose a 400pt model.

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Made in gb
Longtime Dakkanaut





crimson_caesar wrote:
Is it possible to just throw a Bloodthirster or some other CC beast at it? I'm not sure, haven't played against the council.


Council has 2 options
1. challenge with baron, baron has a 2++ shield that lasts until he fails a save, since the unit will have Fortune on it then you will have to do 36 wounds on average before he fails his save. You wont get to though because as soon as you have had 1 round of combat they will hit and run and murder you with ranged attacks.
2. the eldar player refuses the challenge and just takes hits on warlocks who have a 4++ and it's rerollable because of Fortune so you might kill 1 maybe 2 before they beat you up back and then hit and run and kill you with wave serpents.

This message was edited 1 time. Last update was at 2014/05/07 10:19:44


 
   
Made in gb
Longtime Dakkanaut






are their attacks with any AP? I'm starting to think that a large unit of meganobs might be just what they need... 20 T4 2+ wounds, 40 S9 AP2 attacks... maybe even with grotsnik to make them fearless, give them an invuln & FNP? charging from a battlewagon they have a chance of catching them, and if they fail, they'll go much the rest of his army.


Automatically Appended Next Post:
though that's not entirely chaos is it... what about slaanesh terminators with a variety of lightning claws, power axes and powerfists?

This message was edited 1 time. Last update was at 2014/05/07 12:46:33


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
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Made in za
Fixture of Dakka




Temple Prime

 some bloke wrote:
are their attacks with any AP? I'm starting to think that a large unit of meganobs might be just what they need... 20 T4 2+ wounds, 40 S9 AP2 attacks... maybe even with grotsnik to make them fearless, give them an invuln & FNP? charging from a battlewagon they have a chance of catching them, and if they fail, they'll go much the rest of his army.


Automatically Appended Next Post:
though that's not entirely chaos is it... what about slaanesh terminators with a variety of lightning claws, power axes and powerfists?

You don't want lightning claws against a unit almost certain to have protect and thus a 2+ rerollable armor save.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Longtime Dakkanaut





What are people not getting about Flicker Field, Fortune, Hit and Run combo.

Charging terminator with power fist 3 attacks.

Flicker Field gives a 2++ and Fortune gives rerolls for failed saves.

This means you need 6 wounds to cause a single 1 to be rolled on the flicker field, then he rerolls the 1 and it comes up another 1 in only 1 in 6 cases = 1/36 chance to actually fail his invulnerable save.

So you need 36 wounds to kill the baron (the guy with the flicker field), which means 12 terminators.

38 points per terminator = 456 points
Add in their land raiders (x3 - because its the only way you will even remotely be likely to get a charge off intact) = 1146 points
Add in another 3 terminators for good measure because some are going to die before they can strike = 1260 points

This message was edited 1 time. Last update was at 2014/05/07 13:31:54


 
   
Made in gb
Longtime Dakkanaut




yeah... I'm back to three options.

1: don't play
2: bring a warhound.
3. screen with chaff units and ignore them, focus on the objectives.

DFTT 
   
Made in us
Longtime Dakkanaut




United States of America

Warhound is the best option IMO, the look on his/her face would be priceless, Though be warned, if he/she gets puppet master then your titan may shoot at you!

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Made in ru
!!Goffik Rocker!!






That's no big deal. Puppet mastery needs a cast, than hit than deny the witch. i'd say it's around 63.5% to work. And requires him to be within 24. He'd probably spread his deathstar in hopes for msu but u'll also have msu accompanying your warhound. Anywayz, u'd be better at holding those S: D shots with your units than he'd be. Good at both killing deathstars and serpents. And totally legit now. It's not a very friendly move to bring in such a broken unit but was it a friendly move on his part to bring in such a broken deathstar accompanied with wave serpents in the first place?..

Sure, this will end up that he'll bring a revenant titan and your games are gona be decided on who gets the first turn to blast away the opponent's titan. But that's the exact destination you're guyz heading in this powergaming of who outcheezes the cheeze.

This message was edited 2 times. Last update was at 2014/05/08 04:54:45


 
   
 
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