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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Hey Guys,<br /> <br /> Game after game losing to jetbike seer council destructor spam, I'm clueless how to beat them with tyranid. Please share some of your successful tactics and stories. What unit combinations are best to play against them? How did you beat those space elf at 1500 pts level? <br /> <br /> Thanks<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 06:24:52]]> GMT</pubDate>
				<author><![CDATA[ New Player]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>New Player wrote:</cite>How did you beat those space elf at 1500 pts level?</div></blockquote><br /> It's actually quite easy.<br /> Don't play the douchebag, and yell at him until he leaves the store. Our club got rid of these players easily. They never got a game because people simply said "no thanks" when they asked for games.<br /> <br /> Flying Seer Council is not "fluffy", or "nice". It's not going to be a fun game, so tell him to have some <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> originality.<br /> <br /> Otherwise, ya can't beat them. I'm not going to waste your time and math-hammer it all out, but they are nigh unstoppable. Jawaballs is a moron.<br /> <br /> Happy hunting!  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 07:36:01]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Wow, temper tantrum much?<br /> <br /> First of, Shadow in the Warp will help against the inevitable fortune. Death Leaper can also be used to make the seer council less likely to get its lolinvul save off.<br /> Then take them out with large broods of Gargoyles. Your speed should be enough to get a charge off, and as long as you charge them and not the other way around they can't destructor you.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 08:31:00]]> GMT</pubDate>
				<author><![CDATA[ Irdiumstern]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Yeah, I guess tarpitting them is the only way. They've seriously been annoying at our <span class="glossaryitem" onmouseover='gp(211);'>LGS</span>, to the point that it drove out fellow gamers, hence the rage.<br /> <br /> Better off not playing the tard, and having fun with all-comers balanced lists. Trust me, you'll love the game more.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 08:34:40]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Just out of mild curiosity, wouldn't a Heavy Venom Cannon really ruin the Counsil's day?<br /> <br /> Although tar-pitting Gargoyles seems to be the way to go, unless you count overhauling the table through rage as a tactic.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 08:56:49]]> GMT</pubDate>
				<author><![CDATA[ Chaos Lord Gir]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Chaos Lord Gir wrote:</cite>Just out of mild curiosity, wouldn't a Heavy Venom Cannon really ruin the Counsil's day?</div></blockquote>No.<br /> They have a 3+/4++ save WITH re-rolls. They are known for being very killy AND resilient.<br /> <br /> <blockquote><div><cite>Chaos Lord Gir wrote:</cite>Although tar-pitting Gargoyles seems to be the way to go, unless you count overhauling the table through rage as a tactic.</div></blockquote>...I have NEVER done that...  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 09:05:22]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ If you can tie them down long enough with large gaunt squads run the Swarmlord into them. He will do a number on them.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 09:20:57]]> GMT</pubDate>
				<author><![CDATA[ BloodThirSTAR]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ A buddy of mine ran into that at 'Ard Boyz this year.  Black Templars terminators eliminated most of them , then the Emperor's Champion finished them off...]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 09:22:41]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Shadow in the warp will level the playing field a little.<br /> <br /> Speed v speed! Go winged and <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, parasite of mortrex can instakill. Harpy, flyrant etc can force them to rely on invul save in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Shrikes with boneswords are also fun ...<br /> <br /> Use gargoyles to pin them, then send the big hitters in to finish them off. <br /> <br /> Doom of malantai?<br /> <br /> Paroxysm and tyrant?<br /> <br /> Onslaught on tervigon and mass gaunts?<br /> <br /> Mawloc and deep strike?<br /> <br /> Plenty of options to try. Rememeber that will often be 500 points in one unit, so you can afford to throw plenty at it!<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 09:44:10]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> Don't play the douchebag, and yell at him until he leaves the store. Our club got rid of these players easily. They never got a game because people simply said "no thanks" when they asked for games.<br /> </div></blockquote><br /> <br /> Yes, drive people away from the hobby.  Especially people you can't beat.  That way you never have to step up your own game or learn to play better.<br /> <br /> <br /> <br /> Seriously, New Player, it would help to know what models you have available, but the bike council has a lot of weaknesses.  It's a difficult matchup for tyranids because their weapons basically ignore toughness, and toughness is one of the major defenses that nids use.  But they're also not power weapons, they're not fearless, and they're so expensive that if you can defeat the bike council, you've pretty much defeated the Eldar player.<br /> <br /> You should be able to spread out enough that a destructor template will only hit 3-4 models to minimize casualties.  Remember that he can only move 12" and still shoot destructor, so you should be able to anticipate where it's coming and set up your countercharge.<br /> <br /> Catalyst, if you can pull it off, will allow a swarm of little bugs to bog down the bike council at least.  Genestealers with catalyst could some serious damage to them.<br /> <br /> If you have the models, Deathleaper reducing the farseer's leadership in combination with The Horror can run them off the table (they'll probably have a re-roll).  Failing that, paroxysm will nerf their ability to fight you in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>.<br /> <br /> Finally, in hand-to-hand combat is probably your best chance to defeat them.  Focus attacks on the farseer (he's an independent character, so you can do that), especially str6+ attacks that will insta-kill him if he fails even one save.  Once he goes down, the unit loses fortune and are much easier to deal with.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 12:08:22]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite>Yes, drive people away from the hobby.  Especially people you can't beat.  That way you never have to step up your own game or learn to play better.</div></blockquote><br /> OH NOES! A TROLL! I thought, so far during my pleasant stay on DakkaDakka, that there weren't any here!<br /> <br /> Guess I was wrong.<br /> <br /> But a little late aren't you? I have already explained:<br /> <br /> <blockquote><div><cite>dbgoldberg323 wrote:</cite>Yeah, I guess tarpitting them [the flying Seer Council] is the only way. They've seriously been annoying at our <span class="glossaryitem" onmouseover='gp(211);'>LGS</span>, to the point that [they] drove out fellow gamers, hence the rage.<br /> <br /> Better off not playing the tard, and having fun with all-comers balanced lists. Trust me, you'll love the game more.</div></blockquote><br /> Now get out of here before you ruin my DakkaDakka experience!]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 12:17:01]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite><blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> Don't play the douchebag, and yell at him until he leaves the store. Our club got rid of these players easily. They never got a game because people simply said "no thanks" when they asked for games.<br /> </div></blockquote><br /> <br /> Yes, drive people away from the hobby.  Especially people you can't beat.  That way you never have to step up your own game or learn to play better.<br /> <br /> <br /> <br /> Seriously, New Player, it would help to know what models you have available, but the bike council has a lot of weaknesses.  It's a difficult matchup for tyranids because their weapons basically ignore toughness, and toughness is one of the major defenses that nids use.  But they're also not power weapons, they're not fearless, and they're so expensive that if you can defeat the bike council, you've pretty much defeated the Eldar player.<br /> <br /> You should be able to spread out enough that a destructor template will only hit 3-4 models to minimize casualties.  Remember that he can only move 12" and still shoot destructor, so you should be able to anticipate where it's coming and set up your countercharge.<br /> <br /> Catalyst, if you can pull it off, will allow a swarm of little bugs to bog down the bike council at least.  Genestealers with catalyst could some serious damage to them.<br /> <br /> If you have the models, Deathleaper reducing the farseer's leadership in combination with The Horror can run them off the table (they'll probably have a re-roll).  Failing that, paroxysm will nerf their ability to fight you in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>.<br /> <br /> Finally, in hand-to-hand combat is probably your best chance to defeat them.  Focus attacks on the farseer (he's an independent character, so you can do that), especially str6+ attacks that will insta-kill him if he fails even one save.  Once he goes down, the unit loses fortune and are much easier to deal with.</div></blockquote><br /> <br /> Flavius is absolutely right.  There are alot of tools at your disposal to defeat the seer council, but it would be helpful for us to know what you have available so we can help you select appropriate units and tactics from what you have.<br /> <br /> Another thing to remember about <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, is that the council will most likely have I5 (Farseer I6) from enhance, so make sure whatever you attack them with either has decent initiative, or can weather alot of wounds before having a chance to swing.  I'd say any unit with high initiative backed up by a Tervigon's <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and some S6 sprinkled in is a good place to start.<br /> <br /> Also, as Flav said, they aren't fearless, so if you can reduce their Leadership through the deathleaper, and shut down Fortune with Shadow of the Warp, you'll have a much easier time. ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 12:51:09]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> Now get out of here before you ruin my DakkaDakka experience!</div></blockquote><font color='red'><br /> <br /> If you have any desire to extend your Dakka experience then I suggest you calm down, don't insult other users who offer perfectly good advice and refrain from describing people who field perfectly legal and valid forces as "tards" and the like. Otherwise it seems distinctly possible your experience will be, alas, short and sweet. </font>]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:05:19]]> GMT</pubDate>
				<author><![CDATA[ reds8n]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>reds8n wrote:</cite>don't insult other users who offer perfectly good advice</div></blockquote>Sure thing. Just a bit miffed at the indirect &quot;if you don't play every list, even the abusive ones, YOU are tactically deficient&quot; comment, subtly strewn into his <span class="glossaryitem" onmouseover='gp(331);'>PC</span> statement. <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0"><br /> <blockquote><div><cite>reds8n wrote:</cite>and refrain from describing people who field perfectly legal and valid forces as &quot;tards&quot; and the like.</div></blockquote>Done and done, however I refuse, however stiff the &quot;punishment&quot;, to refer to said people as &quot;good for the hobby&quot; and &quot;polite gaming partners&quot; when it is obvious they strive for the opposite. <img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0"> <br /> <br /> &quot;Warning&quot; understood, rage over. <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:12:20]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> &quot;Warning&quot; understood, rage over. <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> </div></blockquote><br /> <br /> Good man ! <br /> <br /> I think, from past experience with the posters here, you are reading a <i>bit</i> too much into some of the preceeding comments.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:19:04]]> GMT</pubDate>
				<author><![CDATA[ reds8n]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ I guess I did.<br /> <br /> @<span class="glossaryitem" onmouseover='gp(280);'>OP</span>: However, for actual advice, considering a simple 10-Elf unit costs 600? points, either ignore them completely or focus on them (or use the tar-pit tactic as described above).<br /> <br /> They WILL walk through your army, and if you'd like, I can quickly math-hammer out how frickin sweet they actually are against T6, AV14, etc.<br /> <br /> Just know they are "popular" for a reason...]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:24:14]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Sorry about the snippiness, dbgoldberg.  As somebody who  has lived through the implosion of several gaming groups because of infighting over issues just like this one, I'm a little overly sensitive about it I guess.<br /> <br /> I personally enjoy both fluffy/compy <span class="glossaryitem" onmouseover='gp(3);'>40K</span> and competitive/cutthroat <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.  I don't agree that any legal list is "abusive," and mathhammer notwithstanding, I don't think any unit is that uber.  Particularly the bike council, which has major weaknesses that have actually made it much less popular around where I play (I only know one guy who still runs it).<br /> <br /> A balanced, all-comers competitive army from any codex, in my experience, can beat the bike council.  Including Tyranids.<br /> <br /> Oh, and welcome to Dakka   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:41:25]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite>Sorry about the snippiness, dbgoldberg.  As somebody who  has lived through the implosion of several gaming groups because of infighting over issues just like this one, I'm a little overly sensitive about it I guess.</div></blockquote>No problem. Sorry I flipped the <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> out! I have a bad habit of doing so, to the point that people at my <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> call it a "Dave Rage". FML.<br /> <br /> <blockquote><div><cite>Flavius Infernus wrote:</cite>I personally enjoy both fluffy/compy <span class="glossaryitem" onmouseover='gp(3);'>40K</span> and competitive/cutthroat <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.  I don't agree that any legal list is "abusive," and mathhammer notwithstanding, I don't think any unit is that uber.  Particularly the bike council, which has major weaknesses that have actually made it much less popular around where I play (I only know one guy who still runs it).<br /> <br /> A balanced, all-comers competitive army from any codex, in my experience, can beat the bike council.  Including Tyranids.</div></blockquote><br /> I'd love to see it. And I'm not calling you out, just saying that I would REALLY love to see it. There was a guy at my <span class="glossaryitem" onmouseover='gp(211);'>LGS</span>, as I had mentioned before, who ran that list repeatedly, and boasted about how his army was the best and he's the best player at our <span class="glossaryitem" onmouseover='gp(211);'>LGS</span>. We quickly ran him out because of it, and have taken poorly to similar Flying Seer Council lists since. Problem was, he only lost 3 games out of hundreds so he was the type where he was "good" and "knew it".<br /> <br /> Honestly, Seer Council is bad. And wrong. They're "badong".]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:47:39]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ its a deathstar unit, tyranids aren't that great against them, best plan is to fight them like storm shield terminators and throw lots of dice at them.<br /> <br /> gargoyles can do the job pretty well, you just need to get the charge off, as can outflanking genestealers if you can draw them to the outside of the board.<br /> <br /> Remember shadows and the warp, many times I forget this.  tie them up then paradoxym them, and ruin their day with little bugs.  also remember that they have problems assaulting into terrain <span class="glossaryitem" onmouseover='gp(70);'>iirc</span> because they are jetbikes, and they can't assult overtop any unit so anything you screen with gaunts or gargs is pretty unassaultable.<br /> <br /> remember anything poisoned and with <span class="glossaryitem" onmouseover='gp(123);'>Str</span> equal to or greater than their base <span class="glossaryitem" onmouseover='gp(123);'>str</span> can reroll wounds.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:51:46]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> I'd love to see it. And I'm not calling you out, just saying that I would REALLY love to see it. </div></blockquote><br /> <br /> Here's a battle report by Mafty where an ordinary balanced ork army beat his bike council, outmaneuvering and then overwhelming them with large numbers of attacks (like nids would be able to do).  With pics.<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/318240.page#1953392" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/318240.page#1953392</a><br /> <br /> Granted, at that same tournament Mafty did defeat a nid army in round 1, but that nid player made some serious mistakes and basically fed his army to the bike council.<br /> <br /> [Edit to elaborate on that battle report]<br /> <br /> Mafty's tyranid opponent might consider phasing out the 4th edition, broodlord-run genestealer units and just going for bigger units.  The rest of his army looks good enough to have won that game, or at least to have done much better.<br /> <br /> I think his biggest mistake was reserving the trygons and stealers.  Mafty's army, after all those points spent on the bike council, really didn't have enough shooting to seriously threaten a first turn alpha strike, the nid player wound up deepstriking and outflanking into his own deployment zone anyway.  If he'd deployed everything he could have sent the trygons into the grav tanks and split up Mafty's shooting.  As it was, Mafty only had to deal with one threat at a time as they straggled in from reserve and popped up individually, out of position.  This is something I see nid players doing a lot--reserving trygons and genestealers against mech armies where it would be better to deploy them and cross the table.  Against a static army that's going to try to stay away from you, outflanking and deepstriking is good, but against a mobile opponent you need the mass of threat zones on the table to box in the vehicles.  Trygons are fast for monstrous creatures--threat range 13-19"--and they have the attacks and dual scytals that give them the ability to hurt skimmers.  But only if they're actually on the table.<br /> <br /> If you don't let the council get off a multi-charge, they can only handle one unit at a time.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 13:57:34]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ I think Deathleaper and Catalysted Horde are really good options here.  eventually he'll fail a Psychic test and you can drag him down through mass of attacks or pick out the farseer.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 14:19:34]]> GMT</pubDate>
				<author><![CDATA[ Pvt. Jet]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> Granted, at that same tournament Mafty did defeat a nid army in round 1, but that nid player made some serious mistakes and basically fed his army to the bike council.</div></blockquote><br /> <br /> nobs are pretty good in cloes combat but realistically the same job could be done pretty easily by 2 units of gargs/stealers or 2 units of most any other small bug properly supported.  Once they are tied up moving in a tervigon and pooping out reinforcements+shadows in the warping + buffing the mobs should be pretty much game over as long as you had enough to keep them tied up.<br /> <br /> pretty much once they are tied up you can pile in or move close to them, as soon as they miss a psychic test they should all go down.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 14:19:57]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ I am not a big nid player so I can't give you exacts but here is some basic advice.<br /> If you get first turn or he has to come off the table edge and you have some descent long range with venom cannons and the like you should be able to take a chunk out. (I play guard, only time I ran into a seer council I killed them turn 1 with 4 Lemon Russ tanks.) Remember he has to use all his psychic powers at the beginning of his turn before any movement. If this isn't impossible tarpit  the crap out of them and then large groups of small guys. Once they are locked in they simply don't get a lot of attacks. Warlocks are base 1 I believe, and farseer base 2 attacks, and they allow armour saves and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rolls. As said gargoyles, harpies, or Shrikes are you best bets to steal a charge, and disallow the million destructor  template fun. And don't feel bad. This is one of the most durable units in the entire game, and a lot of people don't play against it very often because the bulk of your casual gamers A) Don't use the Eldar book because it is an older codex and needs a  lot of practice and skill to use properly, and B) It's a conversion only unit, having to make your own models turns some people off.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 14:32:00]]> GMT</pubDate>
				<author><![CDATA[ doubled]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ right, also devourer gaunts, if you can catch the council outside of combat you can put a horrendous amount of wounds on them.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 15:03:35]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Grundz wrote:</cite>right, also devourer gaunts, if you can catch the council outside of combat you can put a horrendous amount of wounds on them.</div></blockquote><br /> <br /> Okay, I'm gonna show you guys how pointless this all has been. This unit is <span class="glossaryitem" onmouseover='gp(280);'>OP</span> for a reason, and here's why:<br /> <br /> THIRTY Devourer Gaunts fire at 10 Jetbikes + 1 Farseer Jetbike. Ouch, right?<br /> <br /> 30 Devourer Gaunts = 90 shots @ BS3 S4<br /> 90 Shots = 45 hits (90 x 3/6 to hit)<br /> 45 hits = 15 wounds (45 x 2/6 to wound)<br /> 15 wounds = 5 &quot;dead&quot; (15 x 2/6 failed saves)<br /> 5 &quot;dead&quot; = 2 &quot;dead&quot; (5 x 2/6 failed saves) &lt;-- Fortuned!<br /> Not enough to even cause a morale check with that silly &quot;-1&quot;.<br /> <br /> 8 bikes and the Farseer left.<br /> <br /> And then the reward,<br /> <br /> 8 bikes use 5 Destructors on the unit and if they don't COMPLETELY pick them up (which is likely), we'll go straight to assault.<br /> <br /> 8 bikes + a Farseer charge THIRTY non-destructored Devourer Gaunts, and for S's & G's, we'll grant them the 6&quot; range from a Tervigon with Toxin Sacs and his special &quot;Counter Charge&quot; ability that he also gives them.<br /> <br /> Seer Council casts Doom on the gaunts, and fortune on themselves.<br /> 8 bikes and the Farseer go FIRST at Initiative 5.<br /> 8 bikes and the Farseer = 39 WS5 attacks that wound on 2's.<br /> 39 attacks = 26 hits (39 x 4/6 to hit)<br /> 26 hits = 22 wounds (26 x 5/6 to wound)<br /> 22 wounds = 18 dead<br /> <br /> 12 Gaunts attack back with 2 attacks each (counter charge) wounding on 4's (toxin sacs).<br /> 24 attacks = 12 hits (24 x 3/6 to hit)<br /> 12 hits = 6 wounds (12 x 3/6 to wound)<br /> 6 wounds = 2 &quot;dead&quot; (6 x 4/6 to save)<br /> 2 &quot;dead&quot; = 0 casualties (2 x 4/6 to save)<br /> <br /> Combat is lost by 18 wounds, and since the remaining 12 Gaunts are Fearless (to be getting those 6&quot; buffs), they take 18 No Retreat wounds, thus getting wiped out to the Gaunt.<br /> <br /> The Jetbikes consolidate d6&quot; and prepare to kill another 300 POINT UNIT.<br /> <br /> Imagine if the bikes would have been able to reach the Tervigon and have it make 18 3+ No Retreat saves?<br /> <br /> Sure the unit's expensive, but they do amazing things.<br /> <br /> By the way, in case you're wondering, YES, they usually only lose TWO <span class="glossaryitem" onmouseover='gp(421);'>TO</span> THREE MODELS to even the craziest things, like three Punisher Leman Russes, 3 shots from a Manticore, an all power weapon assault squad (vets, <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, etc).<br /> <br /> 3+ (armor) / 4+ (invul) / 5+ (&quot;Conceal&quot; cover) plus a <b>re-roll</b> is HOT.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 15:31:00]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ ... but no one puts 30 gaunts in a single unit! With a tervigon that will be 3 or maybe even 4/5 units and the jetbikes will not be able to multi-assault all of those units.<br /> <br /> I'd be happy for the eldar to charge and wipe out a 10 man squad of gaunts to put them in range for my turn. Remaining 20 gaunts shoot again and the unit is then charged by flyrant, shrikes, stealers.<br /> <br /> With shadow in the warp that's also a big risk for each warlock taking it's psy test.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 15:47:27]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>ruminator wrote:</cite>With shadow in the warp that's also a big risk for each warlock taking it's psy test.</div></blockquote><br /> Hence the 12" flight and 6" assault. Doom and Fortune are cast at the start of the Eldar turn so they're conveniently out of range of Shadow In The Warp before they leap in, farting in the Tyranids general direction.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 15:51:51]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Warlocks don't take psychic tests, only farseers do.  <br /> <br /> First, Shadow in the Warp will be a big help, as after that 1st turn movement, the Eldar council will most definetely be in range.<br /> <br /> Second, remember that eldar can't cast psychic powers and turboboost, and since the powers are cast at the beginning of the turn, cannot be cast on the turn they come on from reserves.  (Although both are open to interpretation, see <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> threads)<br /> <br /> Third, the council is not fearless.  All you have to do is smoke the Farseer with S6 in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and the rest of the council will fall.  Most of the big scary tyrants and such should be able to do this, and you know he will be coming for you in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> anyway.<br /> <br /> Deathleaper lowering leadership will give the Farseer a tough time getting his powers off with Shadow of the Warp in effect, and will also make the council more likely to run away if they lose a fight in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as well.  <br /> <br /> Remember, that any bug you can get a decent save on, through <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> or what have you, will fair pretty well against the seer council since even though they wound on 2+, they don't count as power weapons.  (Do nids have any 2+ save beasties?)<br /> <br /> The seer council has several glaring weaknesses much like Nob Bikers that can be exploited, you just have to go for them.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:00:59]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Look the biggest asset of the seer council is they wound anything on a 2+ and they have a 4++ save that is rerollable (3+ on bikes)<br /> <br /> Just tarpit them with guants. Backed up with a Tervigon casting its power (catalist? which ever gives <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>) and the concils stuck. Also once in combat throw all your attacks (well the max you can) at the farseer; once the farseer is dead they loose the rerolls and should crumble.<br /> <br /> But most importantly keep the big guys clear of them.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:02:25]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>Look the biggest asset of the seer council is they wound anything on a 2+ and they have a 4++ save that is rerollable (3++ on bikes)<br /> <br /> Just tarpit them with guants. Backed up with a Tervigon casting its power (catalist? which ever gives <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>) and the concils stuck. Also once in combat throw all your attacks (well the max you can) at the farseer; once the farseer is dead they loose the rerolls and should crumble.<br /> <br /> But most importantly keep the big guys clear of them.</div></blockquote><br /> <br /> 1. No, they don't have a 3++, just a 3+/4++ re-roll anything.<br /> 2. Please take the time to READ the thread you're posting in, where I easily explain that the silly gaunts are NOT a tar-pit. Less gaunts with <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> does not mean they're better, in fact they're worse and will still lose and die due to No Retreat.<br /> <br /> As for White Dragon, remember that two of the Seer Council (if built correclty) should have Embolden, which allows a re-roll of the Leadership tests.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:06:36]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Grundz wrote:</cite>right, also devourer gaunts, if you can catch the council outside of combat you can put a horrendous amount of wounds on them.</div></blockquote><br /> <br /> Okay, I'm gonna show you guys how pointless this all has been. This unit is <span class="glossaryitem" onmouseover='gp(280);'>OP</span> for a reason, and here's why:</div></blockquote><br /> <br /> except for the following<br /> -you always screen devourer gaunts with something<br /> -assaulted front unit likely have feel no pain, i dont know the <span class="glossaryitem" onmouseover='gp(123);'>str</span> of seer council attacks, but was pretty sure it wasn't enough to bypass this<br /> -you want the unit to be wiped out if assualted so you can mass-assault them next turn and gain full bonuses.<br /> <br /> Lets assume that the person wasn't dumb and put something in front of his <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-nothing devourers and gets a full turn off, or the devourers were properly supported<br /> --Full squad of bikers with fortune<br /> --30 devourer gaunts, 2 squads of 8 gaunts lets say from tervi's, so 46 total tervigon, maybe a hive tyrant<br /> 11 bikers to start, 2 die from shooting lets say, so 9 starting close combat phase<br /> <br /> WITHOUT PARADOXYM<br /> gaunts attack at I5, so at the same time<br /> 92 attacks, 41 hits, 21 starting wounds, then 10ish more from poison reroll<br /> 31 wounds, even with good armor rerolls thats probably a dead squad<br /> <br /> WITH PARADOXYM<br /> gaunts attack at I5, so at the same time<br /> 92 attacks, around 60 hits<br /> 30 wounds , then another 15 more from reroll, dead unit  note that with paradoxym you dont really even need the devourers.<br /> <br /> Gargoyles will get similiar numbers with 1/6th more wounds due to blinding poison.<br /> If the shattered remains of this squad don't wipe out all the attackers, its gg seers.<br /> <br /> its /all/ about getting the charge, which is difficult.<br /> <br /> Basically you want one the following<br /> 1. to have a fast unit that can get the assault off on seers, gargoyles, and play cat and mouse with them, keeping them out of combat longer.<br /> 2. a sponge of garbage gaunts that will absorb the seer's assault.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:14:25]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ look dbgoldberg323, seer councils are built round the farseer; without the farseer they don't work. Also a unit that costs around 300 on foot and 500 on bikes, if they're stuck killing 50pts of gaunts they've failed. <br /> <br /> End of the day kill the farseer and its over.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:17:23]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ @ Tri - You're trolling now. I've posted mathematical statistics that show 30 gaunts at 300 points fail epically to the Seer Council. Why would your flawed comment of "50pts of gaunts" make a SINGLE bit of difference? Pay attention!<br /> <br /> @ Grundz - No. <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> Gaunts will NEVER charge the Seer Council, or the player using them is "doing it wrong". <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> FURTHERMORE, that would mean that the Gaunts would NOT get the re-roll in combat because they would remain S3 vs T4. IN ADDITION, you're talking about a TON of models in that set-up there. The SMART Eldar player will hold the council back and light-up those units willy-nilly until they're ready to charge with them. That doesn't mean a "win" for Tyranids, as they still have a problem of mobility where Eldar excel in that very spot. AND EVEN THEN, YOU'RE forgetting that the Farseer will have Runes of Warding (same as Shadow in the Warp) across the table. So the Seer Council casts 18" away (successfully) and THEN charges in so that they have the bonuses. AND FINALLY, you're forgetting about this concept of Multi-Assault, where the Seer Council involves some of those Tervigons and makes them poop themselves as they die from No Retreat.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:22:04]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite>No. <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> Gaunts will NEVER charge the Seer Council, or the player using them is "doing it wrong". <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> FURTHERMORE, that would mean that the Gaunts would NOT get the re-roll in combat because they would remain S3 vs T4. IN ADDITION, you're talking about a TON of models in that set-up there. The SMART Eldar player will hold the council back and light-up those units willy-nilly until they're ready to charge with them. That doesn't mean a "win" for Tyranids, as they still have a problem of mobility where Eldar excel in that very spot. AND EVEN THEN, YOU'RE forgetting that the Farseer will have Runes of Warding (same as Shadow in the Warp) across the table. So the Seer Council casts 18" away (successfully) and THEN charges in so that they have the bonuses. AND FINALLY, you're forgetting about this concept of Multi-Assault, where the Seer Council involves some of those Tervigons and makes them poop themselves as they die form No Retreat.</div></blockquote><br /> So if all the high value units are screened with gaunts so you can't charge them what exactly does the council do? Just sit there?]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:25:07]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>So if all the high value units are screened with gaunts so you can't charge them what exactly does the council do? Just sit there?</div></blockquote><br /> No, they go somewhere else.<br /> <br /> If you're making a silly, jelly-filled doughnut with your army, it gets blasted apart by Fire Prisms and/or Night Spinners.<br /> <br /> That Seer Council list has MORE THAN SEER COUNCIL IN <span class="glossaryitem" onmouseover='gp(484);'>IT</span>.  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:27:25]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite>No. <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> Gaunts will NEVER charge the Seer Council, or the player using them is "doing it wrong". <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> FURTHERMORE, that would mean that the Gaunts would NOT get the re-roll in combat because they would remain S3 vs T4. IN ADDITION, you're talking about a TON of models in that set-up there. The SMART Eldar player will hold the council back and light-up those units willy-nilly until they're ready to charge with them. That doesn't mean a "win" for Tyranids, as they still have a problem of mobility where Eldar excel in that very spot. AND EVEN THEN, YOU'RE forgetting that the Farseer will have Runes of Warding (same as Shadow in the Warp) across the table. So the Seer Council casts 18" away (successfully) and THEN charges in so that they have the bonuses. AND FINALLY, you're forgetting about this concept of Multi-Assault, where the Seer Council involves some of those Tervigons and makes them poop themselves as they die form No Retreat.</div></blockquote><br /> <br /> -no one in their right mind would ever pile in with the tervigons<br /> -gargoyles can get the assault just as easily as seers can get the assault on gaunts.<br /> -while the sear council is dicking around trying to get around the gaunt screen so they can get the assault on something good, the tyranid player is stomping across the board and keeping 500+ points at bay, with gaunts, also with a big enough "phalanx" as it were, you are possibly leaving the seers dangerously close to outflanking genestealer territory, you are talking about a 12" assault bubble around a formation about 12" across in the middle of the board, and then 18" on either side, not leaving very much wiggle room for standard eldar dicking around with fast movement.<br /> -I haven't had much problem with eldar template weapons doing huge amounts of damage to the formation since you usually have priority targets like hive guard or deep striking trygons to take the heat off of the poor gaunts.  all they do is buy you time to stomp across the map<br /> -Multi assault also does not work since you cannot move through units to assualt those in the back, again, spread out gaunts, a common tactic is to tank shock the gaunts then assault the tervi's, or shoot the gaunts to thin them out, luck, cover, and feel no pain can make this a risky operation to rely on killing enough to get off the assault.<br /> -In the unlikely case you have extra elite slots, a venomthrope or 2 can also make your phalanx even more unattractive to assault with defensive grenades and forcing the bikers to take dangerous terrain.<br /> <br /> -we're also making the wild assumption that the eldar player isn't a much better player than the tyranid one, but Ive faced seers a number of times and never had too much difficulty with them against reasonably skilled opponents.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:29:47]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Grundz wrote:</cite>-no one in their right mind would ever pile in with the tervigons</div></blockquote>Seer Council piles into THEM.  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> <br /> <br /> <blockquote><div><cite>Grundz wrote:</cite>-gargoyles can get the assault just as easily as seers can get the assault on gaunts.</div></blockquote>Good. They die too, it's math.<br /> <br /> <blockquote><div><cite>Grundz wrote:</cite>-while the sear council is dicking around trying to get around the gaunt screen so they can get the assault on something good, the tyranid player is stomping across the board and keeping 500+ points at bay, with gaunts, also with a big enough "phalanx" as it were, you are possibly leaving the seers dangerously close to outflanking genestealer territory, you are talking about a 12" assault bubble around a formation about 12" across in the middle of the board, and then 18" on either side, not leaving very much wiggle room for standard eldar dicking around with fast movement.</div></blockquote>I play Tyranids. Tervigons and Gaunts are NOT a reliable killy force. They's gaunts man! As for Stealers, please don't make me laugh. They do NOTHING to the Seer Council. The gaunts with buffs do substantially more, in fact.<br /> <br /> <blockquote><div><cite>Grundz wrote:</cite>-Multi assault also does not work since you cannot move through units to assualt those in the back, again, spread out gaunts, a common tactic is to tank shock the gaunts then assault the tervi's, or shoot the gaunts to thin them out, luck, cover, and feel no pain can make this a risky operation to rely on killing enough to get off the assault.</div></blockquote>I never said "charge through the gaunts". However, refer to my post about the "jelly-filled doughnut" about grouping your units up.<br /> <br /> <blockquote><div><cite>Grundz wrote:</cite>-In the unlikely case you have extra elite slots, a venomthrope or 2 can also make your phalanx even more unattractive to assault with defensive grenades and forcing the bikers to take dangerous terrain.</div></blockquote>Okay, and if we're going to sit here and 1-up units, let's discuss a 2,000 point army vs a 2,000 point army. Seriously, do NOT bring other units in to defend the tactic, when I can simply do the same irrelevant thing and explain that your non-<span class="glossaryitem" onmouseover='gp(67);'>IC</span> Venomthropes are T4 and not immune to <span class="glossaryitem" onmouseover='gp(269);'>ID</span>. GO GO Bright Lances! (And yes, they're worth a pot shot to drop the buffs it will grant).]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:35:22]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ 10 Warlocks with a Jetbike = 450<br /> <br /> 6 Destructors = 60 points<br /> <br /> 2 Emboldens = 10 points<br /> <br /> 2 Enhances = 30 points<br /> <br /> Farseer with a  Jetbike, Spirit stones, Doom and Fortune = 160 points<br /> <br /> Points total: 710 points <br /> <br /> 710 points for a Seer council like the one given as example by dbgoldberg323.<br /> <br /> And about a month of hardcore conversion work on all of them. If they were anything short of amazing, no one in their right mind would play them. <br /> <br /> Just saying there's absolutely nothing cheap or broken about them. They work as intended. <br /> <br /> 'Nids no doubt have trouble against them, but it shouldn't be that hard singleing out the Farseer in close combat. Once he's dead, the Council follows. Deathstar? Certainly. Unbeatable? Certainly not. Risky to field? Without a doubt.<br /> <br /> I'm just saying that to give you perspective at what such a unit costs and every army out there has ways to counter it. There's nothing cheesy about it. In fact, it takes a lot of hard work and experience with the hobby to convert the Council and that is by no means "bad for the hobby".]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:43:54]]> GMT</pubDate>
				<author><![CDATA[ Araenion]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ @ goldberg<br /> <br /> this thread is about seers @ a 1500 point level which will have limited support options, you may want to read the thread in its entirety again.<br /> <br /> Since this thread is about how to deal with them, not how you can try to shoot down every option that has worked for other players in the past through fuzzy map like you seem to think, and you know the ins and outs of how any player will position any model or formation to attempt to foil you before they do or mention it, perhaps you can provide some insight into how /you/ would deal with them.<br /> <br /> you might also want to read this thread as well: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/90/319323.page#1970287" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/90/319323.page#1970287</a>]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:47:39]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Thanks for the total Araenion ...End of the day 11 eldar will not win.<br /> 3 Bare Fire Prisms 345points (1050pts)<br /> 2x 10 Dire Avengers + exarch and blade storm in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 504pts (1554pts)<br /> Need some fire dragons so 2x 5 + <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 360pts (1914pts)<br /> <br /> Ok haven't spent 86pts but so far all i have is 48 models (including the 7 tanks) ... I'm unimpressed.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 16:58:13]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>Ok haven't spent 86pts but so far all i have is 48 models (including the 7 tanks) ... I'm unimpressed.</div></blockquote><br /> at 1500, there won't be 10 Council members, but 8 is more likely.<br /> <br /> As for "not being impressed", no one asked. Eldar (with the exception of foot-dar lists) have low model counts, especially at 1500 points. Thanks, 4th Edition. <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:02:28]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Fought them last night for the first time. Gargoyles followed with 3 Shrikes with the Parasite. Did wonders. ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:06:32]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Acardia wrote:</cite>Fought them last night for the first time. Gargoyles followed with 3 Shrikes with the Parasite. Did wonders. </div></blockquote><br /> Wow! Grats!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:09:09]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ It's a tough nut to crack with Tyranids, that's for sure.<br /> <br /> Like any other dead 'ard unit, I think the best option is to bury them in wounds.  <span class="glossaryitem" onmouseover='gp(530);'>SITW</span> and a ton of little gribblies with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and Furious Charge should be able to at least tie the Council down and let the rest of your army deal with the rest of the Eldar.<br /> <br /> Maybe it's just around here, but I find that a lot of Eldar players start with a few things in reserve as well, so you should be able to work that to your advantage as well.<br /> <br /> My 2 cents.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:09:52]]> GMT</pubDate>
				<author><![CDATA[ Monster Rain]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ It's tough at 1500 points anyways, at 2k I think the dual council build loses a lot, as you have to actually start bringing other stuff at that level, otherwise it is 22 models VS an army.  Sure, the 22 models will kill a lot, they will also get blasted by S6+ weapons.  Rely on shadow, blast him with as many bullets as you can muster, and screen your big guys, then spawn a gaunt counter-charge.  Make sure you spread your big-bugs out, so a single multi-charge can't kill everything.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:45:52]]> GMT</pubDate>
				<author><![CDATA[ starbomber109]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Tri wrote:</cite>Ok haven't spent 86pts but so far all i have is 48 models (including the 7 tanks) ... I'm unimpressed.</div></blockquote><br /> at 1500, there won't be 10 Council members, but 8 is more likely.<br /> <br /> As for "not being impressed", no one asked. Eldar (with the exception of foot-dar lists) have low model counts, especially at 1500 points. Thanks, 4th Edition. <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> </div></blockquote> ... thats not a 1.5K list thats a 2K list.  Oh and you saved 90-110pts big woop dee do.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 17:52:09]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>.. thats not a 1.5K list thats a 2K list.  Oh and you saved 90-110pts big woop dee do.</div></blockquote><br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:07:37]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Tri wrote:</cite>.. thats not a 1.5K list thats a 2K list.  Oh and you saved 90-110pts big woop dee do.</div></blockquote><br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> </div></blockquote> well go on then list you exact 1.5k list and show me how you do it. From everything I've seen Bike Councils are good but each model cost at least 45pts and thats what dooms it to failure vs nids.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:26:03]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <font color='red'>Responding only with orkmoticons is tantamount to spamming.  Discussion in tactics requires respectful contributions.</font>]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:35:20]]> GMT</pubDate>
				<author><![CDATA[ Manchu]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Deathleaper the Farseer and simply wait for Fortune to fail.<br /> <br /> Screen a shadow-in-the-warp-er and simply wait for Fortune to fail on a Deathleaper-ed Farseer.<br /> <br /> The Farseer is the lynchpin, as others have already pointed out.<br /> <br /> And also, Marines have pretty much made the Jetseers an endangered species.  I understand you're having a real tough time <span class="glossaryitem" onmouseover='gp(387);'>wth</span> them; simply wait until he begins to bash his face into a psychic hooded Death Company squad with 3+ and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and watch your meta change.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:38:41]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Manchu wrote:</cite><font color='red'>Responding only with orkmoticons is tantamount to spamming.  Discussion in tactics requires respectful contributions.</font></div></blockquote><br /> Relax, please. I wasn't offensive and I wasn't "spamming". The super sweet Orky GIF's happen to be fairly detailed.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> So, translation:<br /> <br /> "Um, 90-110 points is not enough of a points decrease at 1500 points? You're silly."<br /> <br /> --edit--<br /> And you guys are forgetting that <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> is negated by Runes of Witnessing. WHO CARES about <span class="glossaryitem" onmouseover='gp(530);'>SitW</span>. <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 yo, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10!]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:39:21]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Manchu wrote:</cite><font color='red'>Responding only with orkmoticons is tantamount to spamming.  Discussion in tactics requires respectful contributions.</font></div></blockquote><br /> Relax, please. I wasn't offensive and I wasn't "spamming". The super sweet Orky GIF's happen to be fairly detailed.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> So, translation:<br /> <br /> "Um, 90-110 points is not enough of a points decrease at 1500 points? You're silly."</div></blockquote> ... Not when the rest of the unit still costs 520+ points ... Second time I'll ask; show me your 1.5k list.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:43:12]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> --edit--<br /> And you guys are forgetting that <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> is negated by Runes of Witnessing. WHO CARES about <span class="glossaryitem" onmouseover='gp(530);'>SitW</span>. <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 yo, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10!</div></blockquote><br /> <br /> Not against Deathleaper.  <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7-9 yo, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7-9!]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:57:19]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>sourclams wrote:</cite><blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7-9 yo, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7-9!</div></blockquote></div></blockquote><br /> Avg <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> is 7 yo, 7!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Tri wrote:</cite> ... Not when the rest of the unit still costs 520+ points ... Second time I'll ask; show me your 1.5k list.</div></blockquote><br />  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> I don't play Space Elves, I just know what they do (I happen to read most codexes). I'm not the best person BY FAR to ask on these boards on how to make a 1500 pt Seer Council list.<br /> <br /> But here's a stab at it. Remember, 1500 points hurts bugs too. There won't be so many big nasties in 1.5k...<br /> <br /> <span style="font-size: 18px; line-height: normal;">1,500 Points - Eldar</span><br /> <br /> <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u></b><br /> Farseer (Jetbike, Runes of Warding, Runes of Witnessing, Spirit Stones, Doom, Fortune, Guide)<br /> 5x Warlocks (Jetbike, 1x Enhance, 3x Destructor, 1x Embolden)<br /> <br /> <b><u>Elite</u></b><br /> 5x Fire Dragons + Exarch (7 models) (Exarch has Dragon's Breath Flamer and Crack Shot)<br /> Wave Serpent with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Bright Lance<br /> <br /> <b><u>Troops</u></b><br /> 9x Dire Avengers + Exarch (10 models) (Exarch has Power Weapon & Shimmershield, Bladestorm, Defend)<br /> 9x Dire Avengers + Exarch (10 models) (Exarch has Power Weapon & Shimmershield, Bladestorm, Defend)<br /> Wave Serpent with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Bright Lance<br /> <br /> <b><u>Heavy Support</u></b><br /> Fire Prism (Holo Field, Spirit Stones)<br /> 2x War Walkers (2x Scatter Lasers each)<br /> <br /> <b><u>Tactics</u></b><br /> One Dire Avenger unit deploys near an objective (or goes into reserve in Kill Points), and with cover and defend, they are fantastic at holding objectives. Keep the War Walkers nearby for support (though they are nice on the offensive). Use the 2 Wave Serpents and the Fire Prism to pick off what you need. What the Seer Council can't deal with for more than a turn, Bladestorm/Fusion Gun it. <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: NO shadow in the warp for you, and your powers DO need to roll <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> and take the two highest. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 18:58:20]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ You will fail to roll a 7 or below on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> 42% of the time.  At this point you no longer have an argument, you're simply being pedantic.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:04:04]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>sourclams wrote:</cite>You will fail to roll a 7 or below on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> 42% of the time.  At this point you no longer have an argument, you're simply being pedantic.</div></blockquote><br /> You will fail to roll a 3 (on the d3 roll) consistently. At this point you're being optimistic and unreasonable.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:06:20]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ use the deathleaper to reduce leadership, and then drop the doom of malantai right into them.  <br /> <br /> If they are mequed then you have a problem since the nerf on nids.  ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:06:45]]> GMT</pubDate>
				<author><![CDATA[ gannam]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Now we're down to 5 Jetseers?  That's not nearly enough to be an instant win sledgehammer unit.  I actually think it's a better choice in a smaller game, but 5 guys getting charged by Gargoyles are going to be tarpitted and whittled down, even with Fortune up, simply because they can't kill enough models before their opponents swing.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:08:15]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><br /> But here's a stab at it. Remember, 1500 points hurts bugs too. There won't be so many big nasties in 1.5k...<br /> <br /> <span style="font-size: 18px; line-height: normal;">1,500 Points - Eldar</span><br /> <br /> <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u></b><br /> Farseer (Jetbike, Runes of Warding, Runes of Witnessing, Spirit Stones, Doom, Fortune, Guide)<br /> 5x Warlocks (Jetbike, 1x Enhance, 3x Destructor, 1x Embolden)<br /> <br /> <b><u>Elite</u></b><br /> 5x Fire Dragons + Exarch (7 models) (Exarch has Dragon's Breath Flamer and Crack Shot)<br /> Wave Serpent with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Bright Lance<br /> <br /> <b><u>Troops</u></b><br /> 9x Dire Avengers + Exarch (10 models) (Exarch has Power Weapon & Shimmershield, Bladestorm, Defend)<br /> 9x Dire Avengers + Exarch (10 models) (Exarch has Power Weapon & Shimmershield, Bladestorm, Defend)<br /> Wave Serpent with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Bright Lance<br /> <br /> <b><u>Heavy Support</u></b><br /> Fire Prism (Holo Field, Spirit Stones)<br /> 2x War Walkers (2x Scatter Lasers each)<br /> <br /> <b><u>Tactics</u></b><br /> One Dire Avenger unit deploys near an objective (or goes into reserve in Kill Points), and with cover and defend, they are fantastic at holding objectives. Keep the War Walkers nearby for support (though they are nice on the offensive). Use the 2 Wave Serpents and the Fire Prism to pick off what you need. What the Seer Council can't deal with for more than a turn, Bladestorm/Fusion Gun it. <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: NO shadow in the warp for you, and your powers DO need to roll <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> and take the two highest. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote> Where to start ... well i guess its with the mistakes. <br /> Farseer has 3 powers. Sure its nice to be able to choose but do you really need to guide?<br /> 5 fire dragons + exarch = 5 firedragons ... even if you count the exarch as another model it would still only be 6models ...they don't need an exarch they're good enough as is ... not to mention that you've given crack shot to a model with only a flamer <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> Next you've put a Bright lance on the firedragons wave serpent. At best its going to be able to shoot once or twice ... 99% of the time you'd be better off keeping their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> at bare min. As the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> also have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> i should also point out that they should have something else Scatter lasers or <span class="glossaryitem" onmouseover='gp(461);'>EML</span><br /> Fireprism ... why the hell are you taking anything on this? Take Prisms bare.<br /> <br /> I'd slaught this with all my armies... heck If i had them Tau and Necrons could do it as well. When building an eldar list you start by filling in your heavy supports once thats done Elites ...<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:21:21]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>sourclams wrote:</cite>You will fail to roll a 7 or below on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> 42% of the time.  At this point you no longer have an argument, you're simply being pedantic.</div></blockquote><br /> <br /> and you didn't pick that up from the previous replies in this thread?<br /> I dont believe runes negate shadow in the warp either.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:22:07]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite>.....</div></blockquote><br /> how did you get 7 models on <span class="glossaryitem" onmouseover='gp(464);'>FD</span>? 5+1=6 <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> counsil on your list is joke <br /> torrent of fire will kill them fast<br /> <br /> otherwise that list looks like nice snack for my eldar  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0"> <br /> <br /> and check <span class="glossaryitem" onmouseover='gp(36);'>faq</span> <br /> seer w/Row roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> versus the shadow]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:26:08]]> GMT</pubDate>
				<author><![CDATA[ Devastator]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Devastator wrote:</cite><br /> and check <span class="glossaryitem" onmouseover='gp(36);'>faq</span> <br /> seer w/Row roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> versus the shadow</div></blockquote><br /> <br /> I'll have to do that, last I checked the ruling was <span class="glossaryitem" onmouseover='gp(4);'>4d6</span>, pick lowest 3 but this was a while back.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:30:41]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Volume of fire will drop them and they aren't unbeatable.  Minus the farseer, a full bike council is costing him 450 without abilities, probably 550 plus 150 for the farseer.  It should be nigh unbeatable for 700 points.   Depending on the point totals, he should be fielding little else at 1000-1200 and it is still half his army at higher point totals.    <br /> <br /> My suggestion is play death leaper and see how hot his farseer can get with a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7-9 to get off his one fortune and doom.  With enhance he is also counting on 5 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and 2+ wound to carry the day.  Try tyrannid prime with warriors.  He will not appreciate him only hitting on 4s and you hitting on 3s.  Tack in poisoned attacks and he won't be happy.   <br /> <br /> Again with all his points in this one basket the other option is ignore it as much as possible and destroy the rest. He should be dying in objective games with that much in a non scoring unit.  Just concentrate on his troop choices and laugh in every objective-based game.<br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> through Catalyst or the tyrant ability that makes him <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 1 are also options but then you are counting on psychic against eldar - not really good.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:38:18]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>Where to start ... well i guess its with the mistakes. </div></blockquote> Get off your high horse and quit trying to troll like me. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <blockquote><div><cite>Tri wrote:</cite>Farseer has 3 powers. Sure its nice to be able to choose but do you really need to guide?</div></blockquote> Yeah, though if you don't play Eldar, I suppose you have no idea what it's for. It's okay, I won't tell ya.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> <blockquote><div><cite>Tri wrote:</cite>5 fire dragons + exarch = 5 firedragons ... even if you count the exarch as another model it would still only be 6models ...they don't need an exarch they're good enough as is</div></blockquote> He provides much needed "blinder" removers. Now they do more than ONE thing.<br /> <br /> <blockquote><div><cite>Tri wrote:</cite>... not to mention that you've given crack shot to a model with only a flamer <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> </div></blockquote> Ever heard of re-rolling wounds? Guess not.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote><div><cite>Tri wrote:</cite>Next you've put a Bright lance on the firedragons wave serpent. At best its going to be able to shoot once or twice ... 99% of the time you'd be better off keeping their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> at bare min. As the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> also have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> i should also point out that they should have something else Scatter lasers or <span class="glossaryitem" onmouseover='gp(461);'>EML</span></div></blockquote>No. You need these Bright Lances for armor hunting and T4 <span class="glossaryitem" onmouseover='gp(468);'>EW</span> Wanna-Be popping.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <blockquote><div><cite>Tri wrote:</cite>Fireprism ... why the hell are you taking anything on this? Take Prisms bare.</div></blockquote> Durability, and if it gets stunned (can and will hapen), it can STILL MOVE to reposition. It's called tactics. There's a whole thread on this stuff somewhere...<br /> <br /> <blockquote><div><cite>Tri wrote:</cite>I'd slaught this with all my armies... heck If i had them Tau and Necrons could do it as well. When building an eldar list you start by filling in your heavy supports once thats done Elites ...</div></blockquote> Useless argument is in relation to this thread. Nice try, thanks for playing.<br /> <br /> <blockquote><div><cite>Grundz wrote:</cite>I dont believe runes negate shadow in the warp either.</div></blockquote> ARE YOU SERIOUSLY trying to tell me "how things work" with Eldar, and you don't know the rules that you're arguing against? Yes, simply, <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> and Runes of Witnessing negate eachother (IF shadow is in it's puny 12" range).]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 19:57:25]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Tri wrote:</cite>Next you've put a Bright lance on the firedragons wave serpent. At best its going to be able to shoot once or twice ... 99% of the time you'd be better off keeping their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> at bare min. As the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> also have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> i should also point out that they should have something else Scatter lasers or <span class="glossaryitem" onmouseover='gp(461);'>EML</span></div></blockquote>No. You need these Bright Lances for armor hunting and T4 <span class="glossaryitem" onmouseover='gp(468);'>EW</span> Wanna-Be popping.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> </div></blockquote><br /> ever heard <span class="glossaryitem" onmouseover='gp(461);'>EML</span>?<br /> <br /> <br /> <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Tri wrote:</cite>Where to start ... well i guess its with the mistakes. </div></blockquote> Get off your high horse and quit trying to troll like me. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> .</div></blockquote><br />  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> <br /> angry troll is angry]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:05:12]]> GMT</pubDate>
				<author><![CDATA[ Devastator]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Devastator wrote:</cite>ever heard <span class="glossaryitem" onmouseover='gp(461);'>EML</span>?</div></blockquote>Ever heard of AV13+?<br /> <br /> <blockquote><div><cite>devastator wrote:</cite><img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> angry troll is angry</div></blockquote> Nah, just havin fun. Tonight's my <span class="glossaryitem" onmouseover='gp(211);'>LGS</span>'s <span class="glossaryitem" onmouseover='gp(3);'>40k</span> night, so I'm pumped to put this to the test.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:08:43]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <font color='red'>I have had enough of this disruptive, argumentative posting.  Everyone involved can cease now or be given suspensions.</font>]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:24:30]]> GMT</pubDate>
				<author><![CDATA[ Manchu]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Apologies, I thought it was all in good fun. No idea people were taking it so seriously. I find discussions that prompt me to build a list and understand an army better, furthers my knowledge in the game and helps me get a better grasp on that army.<br /> <br /> Cease and Desist order acknowledged.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:30:39]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Thanks, dbgoldberg232, I appreciate your cooperation.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:33:09]]> GMT</pubDate>
				<author><![CDATA[ Manchu]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Though, since the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> WAS discussing 1500 in the first post, I guess that's the question, can Eldar really do Seer Council correctly at 1500?<br /> <br /> 2,000? Sure, no problem.<br /> <br /> 2,500? Two of them, no problem.<br /> <br /> 1,500? Eh? Dunno. The guys have brought up some good points.]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 20:39:12]]> GMT</pubDate>
				<author><![CDATA[ dbgoldberg323]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>dbgoldberg323 wrote:</cite><blockquote><div><cite>Tri wrote:</cite>Where to start ... well i guess its with the mistakes. </div></blockquote> Get off your high horse and quit trying to troll like me. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <blockquote><div><cite>Tri wrote:</cite>Farseer has 3 powers. Sure its nice to be able to choose but do you really need to guide?</div></blockquote> Yeah, though if you don't play Eldar, I suppose you have no idea what it's for. It's okay, I won't tell ya.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> </div></blockquote> If you want your Farseer <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-units guns thats fine but theres not much point if he's going to be charging into combat.<br /> <br /> <blockquote class="uncited"><div><blockquote><div><cite>Tri wrote:</cite>5 fire dragons + exarch = 5 firedragons ... even if you count the exarch as another model it would still only be 6models ...they don't need an exarch they're good enough as is</div></blockquote> He provides much needed "blinder" removers. Now they do more than ONE thing.</div></blockquote> Crack shot lets his shooting ignore cover and reroll wounds ...and its a heavy flamer in a unit of meltas wasting the highest <span class="glossaryitem" onmouseover='gp(14);'>BS</span> model. Something’s wrong if fire dragons are needed for a heavy flamer  … and he costs 33pts. <br /> <blockquote class="uncited"><div><blockquote><div><cite>Tri wrote:</cite>... not to mention that you've given crack shot to a model with only a flamer <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> </div></blockquote> Ever heard of re-rolling wounds? Guess not.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote><div><cite>Tri wrote:</cite>Next you've put a Bright lance on the firedragons wave serpent. At best its going to be able to shoot once or twice ... 99% of the time you'd be better off keeping their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> at bare min. As the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> also have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> i should also point out that they should have something else Scatter lasers or <span class="glossaryitem" onmouseover='gp(461);'>EML</span></div></blockquote>No. You need these Bright Lances for armor hunting and T4 <span class="glossaryitem" onmouseover='gp(468);'>EW</span> Wanna-Be popping.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> </div></blockquote><br /> Any Eldar play knows that <span class="glossaryitem" onmouseover='gp(461);'>EML</span> are better because they are multi functional. If I want to hunt AV13+ that’s what the dragons are for.<br /> <br /> <blockquote class="uncited"><div><blockquote><div><cite>Tri wrote:</cite>Fireprism ... why the hell are you taking anything on this? Take Prisms bare.</div></blockquote> Durability, and if it gets stunned (can and will hapen), it can STILL MOVE to reposition. It's called tactics. There's a whole thread on this stuff somewhere...</div></blockquote> May be just may be at 2000pts I would take stones ... but holofields are pushing it. There’s just so many other things that should be taken first<br /> <br /> <blockquote class="uncited"><div><blockquote><div><cite>Tri wrote:</cite>I'd slaught this with all my armies... heck If i had them Tau and Necrons could do it as well. When building an eldar list you start by filling in your heavy supports once thats done Elites ...</div></blockquote> Useless argument is in relation to this thread. Nice try, thanks for playing.</div></blockquote> How so I build all comers armies ... sure if I know what I’m facing i can tailor them to be perfect counters but where is the challenge in that? Your seer army will fail vs. any balanced army that knows how to deal with it. Kill the Farseer then grind away the warlock without the trouble some reroll.<br /> <br /> I am an Eldar player. I’ve been playing with them since their last codex and I miss 4th. Back then we could walkover people in combat fire are defensive str6 weapons and generally out manoeuvre everyone. Now we can’t: don’t get me wrong we’ve still got some damn fine units but you need to use them right. <br /> <br /> Spending over a third on one unit is not doing it right. Especially when that unit has a glaring weakness, the farseer. He has no eternal warrior, he is only T3[4], he has only 3 wounds. Sure he can reroll his saves… as a nid play just aim every thing at him who cares if it’s a 3+ with a reroll terminators fail their 2+ all the time.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Oct 2010 23:33:11]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <font color='red'><span style="font-size: 18px; line-height: normal;">Welcome to Seer Council opposite day</span></font><br /> <br /> Seer Council are 45 points each & T4, but they have a 75% invo while fortune is up.<br /> <br /> It takes 4 Railgun wounds to drop a single Seer Council.<br /> <br /> Chance per railgun hit 5/6 wound 1/4 kill=5/24 hits kill a Seer Council<br /> <br /> It takes 4 boltgun wounds to drop a single Seer Council<br /> <br /> Chance per boltgun hit 1/2 wound 1/4 kill=1/8 aka 3/24 hits kill a seer council, but with rapid fire 6/24 rapid fire shots kill a seer council.<br /> <br /> Against Seer council a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine outguns a single Tau Broadside <br /> <br /> Like I said when fighting seer council it's opposite day.<br /> <br /> In the case of tyranids the humble gaunt outguns hive guard.  High <span class="glossaryitem" onmouseover='gp(123);'>str</span>, High <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, and power weapons have no real bonus against seer council.  All that really matters is the volume of shots, so units like gaunts, warriors with devourers, and raveners with spinefists are the ideal anti seer council units ie the least competitive units when fighting mechanized <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 00:27:26]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Grundz wrote:</cite><blockquote><div><cite>sourclams wrote:</cite>You will fail to roll a 7 or below on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> 42% of the time.  At this point you no longer have an argument, you're simply being pedantic.</div></blockquote><br /> <br /> and you didn't pick that up from the previous replies in this thread?<br /> I dont believe runes negate shadow in the warp either.</div></blockquote><br /> <blockquote><div><cite>Eldar 2008 <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> wrote:</cite><b>Q: How do the Runes of Witnessing work when facing a Hive Tyrant with Shadow in the Warp?</b><br /> A. The Runes neutralize the effect of Shadow in the Warp for that Farseer, so that Farseer will take Psychic tests using <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, as normal.</div></blockquote><br /> <br /> However the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> is referencing the old 2004 Tyranid codex which has a completely different Shadow in the Warp from the current codex. Personally I'd play it the way the Eldar <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> handles Runes of Witnessing and Runes of Warding at the same time, with Perils on double 1s and 6s instead of 12+, since the new <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> has similar wording to Runes of Warding, except for what causes Perils. <blockquote><div><cite>Eldar <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> wrote:</cite>Proceed as follows: when the Farseer attempts to use a psychic power, roll <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>. Consider the two lowest results for the purpose of passing the test (ignoring the highest result). Then, if the total of the <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> was 12 or more, the Farseer suffers a Perils in the Warp attack (do not do this if the Farseer has already suffered such an attack because of the two lowest results being double 1 or double 6)</div></blockquote>]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 00:45:50]]> GMT</pubDate>
				<author><![CDATA[ avantgarde]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Seer Councils at anything below 1750 is hurting you and even at 1750 it's pushing it. I've tried making lists with it, but ultimately, even at 2000 points, there's just so much you can put in instead of it.<br /> <br /> But the fact of the matter is, tarpit the Council for a turn or two and attack the rest of the thinly spread army. At 2000 points, it's not as tough making the rest of the army workable, but just imagine what you had put in your army for those 650 points that the Eldar player spent on a single unit. Those 650 points are enough for 3 Wave Serpents with bladestorming Dire Avengers inside, among other things. I don't know about you, but if I was a Tyranid player, I'd fear that a lot more than the Council.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 01:55:04]]> GMT</pubDate>
				<author><![CDATA[ Araenion]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ First, I want to thank each one of you guys with the helpful tips playing against seer council.<br /> <br /> Secondly, I did forget to post the list I was using. I have access to every models listed in the tyranid codex, so I'm very open minded making changes to the list if needed.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Prime - sword/whip, toxin sac<br /> <br /> Elites<br /> <br /> 2x hive guards<br /> 2x hive guards<br /> 2x zoans + pod<br /> <br /> Troops<br /> <br /> Tervigon - catalyst, toxin sacs, adrenal glands, cluster spines<br /> Tervigon - catalyst, toxin sacs, adrenal glands, cluster spines<br /> 10x termagants<br /> 11x termagants<br /> 5x stealers<br /> 5x stealers<br /> <br /> Heavy<br /> <br /> Trygon<br /> Trygon<br /> <br /> After reading all the posts + studying and mapping out the game play, the list I was playing is kind of a fail. I don't have enough fast units, on top of that, none of them are durable to lock them in combat. <br /> <br /> Sure, I have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but playing against eldar's map wide anti psychic. It's not reliable enough to pull it off while my models are in the right position (I roll very poorly). As you can see, I do have units that can instant death that farseer, but like many of you guys stated, he does not pull the farseer <span class="glossaryitem" onmouseover='gp(686);'>B2B</span> against my trygon or tervigon. He would bubble wrap it so the farseer stays out of the fight against instant death models. Even I do get the charge, his farseer is nowhere at the front line.<br /> <br /> As some of you guys suggested, shadow of the warp helps against them. Do their powers cancel out each other, so the farseer will be rolling only 2 dices for psychic test? <br /> <br /> some of you suggested using gargoyles to tar-pit them. Since they have the same speed as the councils, I will need some more practices eye-balling the distant and dance with them on the board. On top of that, I need to count the flamer distant. Will need a lot of practices to get it right for me.<br /> <br /> I ran 3 units of 4 Shrikes with sword/whip + toxin sacs. <br /> <br /> The list was like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Tervigon - catalyst<br /> <br /> Elites<br /> 2x hive guards<br /> 2x hive guards<br /> 2x hive guards<br /> <br /> Troops<br /> Tervigon - catalyst<br /> 10x termagants<br /> 5x stealers<br /> 5x stealers<br /> <br /> Fast<br /> 4x shrikes - sword/whip, toxin sacs<br /> 4x shrikes - sword/whip, toxin sacs<br /> 4x shrikes - sword/whip, toxin sacs<br /> <br /> He's a skillful player. He would run away from of shrikes the whole game so he have the time to soften them with shots, and then finish them off with whatever in range. Perhaps I should <span class="glossaryitem" onmouseover='gp(471);'>DS</span> the shrikes instead of running them up? Then I would have no guarantee they will be in <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> range. Not that I can get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> off. So much perils. curse my dice rolling skill.<br /> <br /> <br /> Deathleaper sounds like a start. I took it out since so much mech players even in the 1,500 pts bracket. He'll get some table time this weekend, hopefully it brings death to the seer.<br /> <br /> Since we play the standard missions in the rule book, maybe <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is not a good idea?<br /> <br /> I will also try a 5 or 6 warriors brood with prime idea this weekend. I will surely report back. In the main time, I'll look forward to ideas.<br /> <br /> I'm not letting him go until I beat him. <br /> <br /> Thank you very much<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 07:16:21]]> GMT</pubDate>
				<author><![CDATA[ New Player]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>New Player wrote:</cite><br /> As you can see, I do have units that can instant death that farseer, but like many of you guys stated, he does not pull the farseer <span class="glossaryitem" onmouseover='gp(686);'>B2B</span> against my trygon or tervigon. He would bubble wrap it so the farseer stays out of the fight against instant death models. Even I do get the charge, his farseer is nowhere at the front line.<br /> </div></blockquote><br /> <br /> You are aware of this rule?<br /> <br /> "When a unit is reacting to being assaulted, or making a pile-in move, independent characte5rs that have joined the unit must move before other friendly models in order to get into base contact with an enemy if at all possible." (49)<br /> <br /> So when you get the charge, or in a pile-in, the farseer has to move first.<br /> <br /> It is possible for a skilled player to follow this rule and still keep an independent character like a farseer out of base contact with the big bugs a lot of the time.  But if he's cheating you by just refusing to move the farseer first, then you can call him on it.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 12:38:36]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Trygon primes.  WHen they show up, they provide anti-psychic support, are synapse, and put out 12 strength 5 shots.  In <span class="glossaryitem" onmouseover='gp(58);'>hth</span> they are more than a match, especially since all the wounds are strength 6.  If the farseer dies from instant death, fortune goes away.  ]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 12:44:15]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite><blockquote><div><cite>New Player wrote:</cite><br /> As you can see, I do have units that can instant death that farseer, but like many of you guys stated, he does not pull the farseer <span class="glossaryitem" onmouseover='gp(686);'>B2B</span> against my trygon or tervigon. He would bubble wrap it so the farseer stays out of the fight against instant death models. Even I do get the charge, his farseer is nowhere at the front line.<br /> </div></blockquote><br /> <br /> You are aware of this rule?<br /> <br /> "When a unit is reacting to being assaulted, or making a pile-in move, independent characte5rs that have joined the unit must move before other friendly models in order to get into base contact with an enemy if at all possible." (49)<br /> <br /> So when you get the charge, or in a pile-in, the farseer has to move first.<br /> <br /> It is possible for a skilled player to follow this rule and still keep an independent character like a farseer out of base contact with the big bugs a lot of the time.  But if he's cheating you by just refusing to move the farseer first, then you can call him on it.</div></blockquote><br /> <br /> Good call on that one. That's another question I had on my mind. I remember reading about that rule before. However, let me know if he did this correctly.<br /> <br /> He bubble wrap the farseer. So let say 3 warlocks are staying before the farseer; each warlock is spaced about 1 inch apart. When I assault, my trygon can only get in b2b with the warlocks. Now comes pile in, since the gap between the warlocks is not big enough to push the farseer's base to touch base with the Trygon, he just move the farseer to behind the warlocks.  He stated that, models have to move in the shortest distant trying to make base contact, since the gap is not big enough, so the farseer stays behind. What do you think?  I also have seen people move models jump over models to get in base contact during the pile in move.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 18:50:02]]> GMT</pubDate>
				<author><![CDATA[ New Player]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ No he's thinking of units moving through other units. The farseer and the warlocks are one unit and the farseer piles in first.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 18:59:38]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>First of, Shadow in the Warp will help against the inevitable fortune. </div></blockquote><br /> No, it doesn't.<br /> If the Farseer has RoWit then both, RoWit and <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> cancel. See the Eldar <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span>.<br /> My experience tells me that a Seer Council is unstoppable for horde armies. Too bad.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 19:08:16]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>No he's thinking of units moving through other units. The farseer and the warlocks are one unit and the farseer piles in first.</div></blockquote><br /> <br /> Ok, so the farseer piles in first. Let say the gaps between the warlocks are too small for the farseer to move through, does the farseer jump over to make base contact? or does the farseer just stay behind the warlocks?]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 19:13:58]]> GMT</pubDate>
				<author><![CDATA[ New Player]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>New Player wrote:</cite><blockquote><div><cite>Tri wrote:</cite>No he's thinking of units moving through other units. The farseer and the warlocks are one unit and the farseer piles in first.</div></blockquote><br /> <br /> Ok, so the farseer piles in first. Let say the gaps between the warlocks are too small for the farseer to move through, does the farseer jump over to make base contact? or does the farseer just stay behind the warlocks?</div></blockquote>... no but he can go round. The only way that he can't is if he has models all the way round him with less room then his base between them. If they are set out in such a pattern then they are blast fodder. Try it your self place the models as he did and see if you can move the farseer round.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 20:01:29]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite><blockquote><div><cite>New Player wrote:</cite><blockquote><div><cite>Tri wrote:</cite>No he's thinking of units moving through other units. The farseer and the warlocks are one unit and the farseer piles in first.</div></blockquote><br /> <br /> Ok, so the farseer piles in first. Let say the gaps between the warlocks are too small for the farseer to move through, does the farseer jump over to make base contact? or does the farseer just stay behind the warlocks?</div></blockquote>... no but he can go round. The only way that he can't is if he has models all the way round him with less room then his base between them. If they are set out in such a pattern then they are blast fodder. Try it your self place the models as he did and see if you can move the farseer round.</div></blockquote><br /> <br /> Interesting tips, I'll surely try it today. Thank you.]]></description>
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				<pubDate><![CDATA[Sat, 16 Oct 2010 21:19:33]]> GMT</pubDate>
				<author><![CDATA[ New Player]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> this thread made me <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> @Dave: calm down now, we wouldn't want you to hurt someone again...<br /> remember that last guy?<br /> he's still in the hospital<br /> <br /> @People that don't know the Eldar codex: RoWit negate <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> and roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> as normal (and even without them the ghosthelm negates perils on a 3+ (AND WARLOCKS DON'T NEED A PSYCHIC TEST))<br /> it's a 3+/4++ save that's re-rollable not a 3++<br /> and those crafty space elves that just wiped up your squad in the shooting phase can move 6" in the assault to prepare for the next turn thanks to their bikes<br /> <br /> @People that don't know basic statistics and math skills<br /> GO BACK <span class="glossaryitem" onmouseover='gp(421);'>TO</span> SCHOOL!<br /> and stop wishing that your dice will roll high just because you want them to prove a point<br /> because in reality sometimes they roll low<br /> it's a fact of life<br /> <br /> <br /> anyways....<br /> Noto rant over<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Grundz wrote:</cite>I dont believe runes negate shadow in the warp either.</div></blockquote><br /> they do<br /> standing in a transport does too<br />  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Oct 2010 14:34:42]]> GMT</pubDate>
				<author><![CDATA[ NoToTheMan]]></author>
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				<title>How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ Wouldn't a double seer council be dangerously low on troops at 1,500 points?<br /> <br /> Even a single council at 600 points plus 300 for a pair of farseers on bikes seems a bit rough at 1,500.<br /> <br /> It just seems that if the seer council is going to eat up over half the eldar armies points maybe the  best course of action would be to wipe out the other half of the eldar army 1st, especially his troops.]]></description>
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				<pubDate><![CDATA[Mon, 18 Oct 2010 16:20:19]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Re:How do you deal with seer council with Tyranid?</title>
				<description><![CDATA[ <blockquote><div><cite>schadenfreude wrote:</cite><br /> It takes 4 boltgun wounds to drop a single Seer Council<br /> </div></blockquote><br /> Since we're talking about jetbikes, that's incorrect.  It takes 9 boltgun wounds to kill a single Warlock on a Jetbike with a Fortuned save.]]></description>
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				<pubDate><![CDATA[Mon, 18 Oct 2010 21:15:35]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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