View Full Version : Anti Seer council Rush tactics
Shadow_Slayer
25th Sep 04, 12:14 PM
The Seer council in general is possibly one of the most annoying things in the world to go up against, mainly becuase you simply CANNOT KILL THEM unless you have your own seer council squad. I'm an Eldar player, but recently I've found that if I don't seer council rush if I'm playing another eldar player, I get rushed myself and loose. This is a serious balance issue that has to get resolved, nothing can stand up against it. The only thing that was more annoying was when I got SM tactical squad rushed. I'm sorry but THAT seems to be the only way that I've found to stop the eldar in there tracks within a few minutes of the game, The eldars Farseer just can't stand up to three tactical squads within the first 3 minutes of play.
Even in Mid game the seer council is just plain broken, I even have the replay to show it. I have 3 full guardian squads, with warlocks with entangle and conceil, a farseer with a seer council of about 4 or 5, a full squad of dark reapers with its exarch having a shuriken shrieker upgrade, a squad of 5 snipers, and a single brightlance at first, but I get a second one soon after the battle began. He came at me with 3 full guardian squads, and a full squad of seer councils with a farseer. I eventualy beet them back because my rangers screwed with there moral, but seriously, I entangled them multiple times, my rangers, reapers, guardians, and bright lances fired into there squad, and still.... NO ONE DIED and by the time one of them did die, two more where already reinforced. I reinforced my force with two vipers with a missle launcher when I tore through his guardians and farseer and only had his seer council left. even with all of that it took almost two minutes to kill off every single warlock. But even then, the squad DECIMATED my forces. at the end all I had was a squad of reapers, a bright lance, some severly damages snipers, 2 seer concil members, a vyper and two guardians.... as in two left. If he had a way gate to bring back ANY kind of reinforcements, he could have sneezed and won.
Assides from doing a seer council rush yourself, or a Tactical Squad rush, are there anyways out there that people have found to deal with the Seer councils. I'm an Eldar player myself, and even I admit that they are WAY too damn good for there cost, you just simply CAN'T kill them, Its easyer to kill a farseer then it is to kill a squad of Seer council men.
Entropius
25th Sep 04, 12:39 PM
The only counter to the seer council early-game attack is to have more upstream bandwidth than the rusher has downstream bandwidth, and DoS him out of the game. Unfortunately with asymmetric home connections (your average cable connection is 3 Mb/sec down and 384 Kb/sec up), this is impossible unless you have a dormitory connection (which tend to be symmetric) or the rusher is on dialup.
This really needs to be addressed in the next patch. On small maps (thinking Saint's here), there's realistically no way to have anything other than a high-bandwidth connection and ping -f ready by the time the council + seer hit.
Seer council, IMO, should require all three aspect stones to be built at the aspect portal.
Sandanjuu
25th Sep 04, 1:48 PM
For the life of me, It hought they would fix this in beta.
Seer council is so broken it's not even funny. It wouldn't be that bad, if it wasn't for the fact, that:
A) Unless your killing them with VEHICLES, they can reinforce faster then you can kill them.
B) Even BROKEN they do enough damage to be viable units, so tring to use morale against them is pointless, except to delay hte inevitable death.
C) It seems like they want these thing sto be countered with vehicles, but at the same time, Eldar can get war walkers with brightlances out just as fast as I can get a dreadnaught out, so whats the point? It doesn't make sense.
3 squads with heavy bolters SHOULD, atleast THEORETICALLY, be able to kill a broken seer council. Regular infantry with no morale? Come on, how fast would any other infantry squad die in this situation. I can barely kill one warlock before they get into CC and butcher everything, WHILE BROKEN.
Oi, I'm not even gonna bother playing until a patch. I just don't see the logic anymore. Of all the games I've played, including beta, 95% of my losses are because of seer council. I ultimately quit hte beta because of how ridiculous it was becoming, and now this x_X
Shadow_Slayer
25th Sep 04, 3:21 PM
that and they seem to have no squad cap in sight!!!
Like I said, I try to seer rush to counter other kinds of rush's, but once I got in a fight with another eldar player that was seer rushing me with an army that was almost the exact same color as the one I was using, all I see is a bunch of warlocks running around and getting tossed around by both of our farseers, so naturaly, I reinfoce it becuase I only see about 2 or 3 of them on the farseer and a whole bunch of them neer my guardians giving supporting fire. When the battle was done, I had 14 Seer council men in my squad and one or two more comming in as reinforcements!!!! OMFG I'm not even sure what the squad cap on the council is, but jesus, 14 squad members is absolutely obserd. All other infantry have a squad cap of 10 or less. And there alot worse then the warlocks. And although I don't think the seer council should be removed entirely, It is prettymuch the Eldars second Hero, concidering I've only been able to summon an Avatar ONCE in online gameplay while Chaos, SM, and orks can get there second hero quicker then I can get an avatar up. I like the Idea of having all the aspect stones in order to get them, But I also think there squad cap should be lowered to an apropriate level like five. Enogh for them to colectively be as tough as a hero. If people complain becuase the table top seer council can have more then 5 of them in it then I say, "So frigin what, if we went with that logic, guardian squads whould be able to reinforce till there at 20 a squad."
Also as a side question to any eldar player, are plasma and haywire grenades worth it?
n0z3k1ll3r
25th Sep 04, 7:29 PM
The FC and a couple of Tacticals sorta worked for me. I did lose but it bought me long enough to get enough troops to kill them. Generally speaking, tie them down and attack around another way with some other troops. Seer council cant be everywhere at once, and with any upgrades they are really pricy, so their base must suck somewhat.
sadrobot
25th Sep 04, 9:32 PM
personnally i am an all eldar player but i just dont use SC. they seem to be to cheap. actually i have never really used them. just wondering what makes them so hard to kill?
supabeast
25th Sep 04, 11:48 PM
I usually slow them down a lot by charging them with 10+ Chaos Space Marines, and while the HTH is going on I have about 20-30 cultists firing into the mess. Of course, I usually lose all of my marines and most of the troops in the process, but it slows them down enough that they kill me with the second wave of troops and I can get almost ten minutes out of a game that way :)
Sandanjuu
26th Sep 04, 1:19 AM
The FC and a couple of Tacticals sorta worked for me. I did lose but it bought me long enough to get enough troops to kill them. Generally speaking, tie them down and attack around another way with some other troops. Seer council cant be everywhere at once, and with any upgrades they are really pricy, so their base must suck somewhat.
But noz, the thing is.. some of hte maps dont let you do that. One in particular, for 1vs1, has a critical point in the middle of a ravine of water (negative terrain), and only one path onto each teams side. So.. you HAVE to go through the seer council.
And, of course, since your STNADING in negative terrain to hold the critical point, melee works best. You take more damage while in negative terrain, and since CC deals more hten ranged, seer council is immediately godly compared to other squads
Theres just so many situations the seer council functions as 3-4 squads for any other side, its plain silly. I have never been beaten this badly in ANY rts game except when I play against an Eldar player who knows what they are doing. Its just a joke. A good seer council rusher will have 8-10 warlocks in the council + farseer by the first battle! How the fark do you stop that with an FC, one marine squad nad scouts?!?! YOU DONT. You delay the inevitable.
cadianUK
26th Sep 04, 9:10 AM
One of the things my friend does is build about 8 turrets with mines in front of them. They chop through almost anything, the heavy bolters can take out an FC in about 20 seconds. Take a leaf out of his book and build masses of turrets at choke points.
However, having an uber squad at such an early point of the game is madness, someone should make a patch, or fix it in the expansion.
labour_Union
26th Sep 04, 10:10 AM
I once tried a counter rush to SC rush which is rushing out possesed marines. So i got my possesed, engaged his SC with 5 marines, he had about the same number of council members, in the end he had 0 looses.
BRAINoff
26th Sep 04, 11:35 AM
One of the things my friend does is build about 8 turrets with mines in front of them. They chop through almost anything, the heavy bolters can take out an FC in about 20 seconds. Take a leaf out of his book and build masses of turrets at choke points.
However, having an uber squad at such an early point of the game is madness, someone should make a patch, or fix it in the expansion.
'AH i see turrets! our victory is near!'
i think you only played against the comp ;)
KinCaiD
26th Sep 04, 1:18 PM
i think you only played against the comp ;)
I agree with BRAINoff.
8 turrets*150 = 1200 req pts, nearly 4 SM squads fully reinforced and fully equiped, you don't have the luxury to waste that.
SubZero
26th Sep 04, 2:27 PM
Oi, I'm not even gonna bother playing until a patch. I just don't see the logic anymore. Of all the games I've played, including beta, 95% of my losses are because of seer council. I ultimately quit hte beta because of how ridiculous it was becoming, and now this x_X
(idiot mode)
OMG!!!
Im not playing either until Chaos Space Marines and Marine Tactical Squads and Ork Sluggaz get nerfed to hell and back, because, to be honest, they beat me if they rush.
I dont like to be beaten and if i am beaten, its obvious that they are overpowered and need a nerf.
(/idiot mode)
Fenris-X2
26th Sep 04, 10:14 PM
Sorry but you are the idiot GroundZero. Everyone knows council is ridiculously overpowered.
190 Proof
26th Sep 04, 10:29 PM
SC is extremely poweful, but it is slow to come out. You can get one out (only 3 members, guardian squads still minimum size) with a farseer by 2:30 into the game, but by that time a good CSM or SM player who is building a tac/scout rush will have a FC, 2 tacs (6 guys each by this time), 1 free scout, 1 scout capping, and a third tac running to the front.
If the eldar is running straight to SC and FS they wont have entangle and the SM or CSM will win in a straight-out fight... factoring in a good micro player on eldar it will end up breaking about even. The SC rush is extremely fast, but so is a tac rush. Its beatable, people just get mad cuz when it gets big (7+ members) it seems to last forever... well, ok, it DOES last forever. But if you get at it when its small, then you're fine. Keep the eldar occupied, keep capping, keep reinforcing, and you can stomp him. Especially on maps like Fallen City (harder on Valley of Khorne, admittedly).
SubZero
26th Sep 04, 11:51 PM
Sorry but you are the idiot GroundZero. Everyone knows council is ridiculously overpowered.
The Seer Council is only overpowered against the lesser minded foe.
Any decent marine will churn out 2 Tactical Squads with 4 Hbolters by the time the 3-5 manCouncil and the Farseer emerges without entangle or Eldritch storm.
By placing 1 Tactical Squad away from the other, you make it so that the Council and Farseer cannot target both... furthermore by pressing F2 you can get your units to fire whilst under Melee attack.....
I think that Marine Tactical Squads are overpowered, Dreadnoughts too, and that Squiggoth.... oh and Nobs and Chaos Possessed Marines.... guess what, you have to live with it and learn to deal with strategies to counter them instead of whining 'NeRf' when things make you think a little bit.
Chris
27th Sep 04, 8:11 AM
furthermore by pressing F2 you can get your units to fire whilst under Melee attack.....
Only problem is this is a bug and isn't supposed to work. :p
There seems to be so much mixed infomation flying around about the SC. Some ppl claim the SC takes a long time to build and that by the time you have a SC + guardians the other player will have a hero + 3 or so upgraded units, whereas other people are claiming that when the SC rush hits you wont even have time/resources to get an armoury up ergo your units have only basic firepower which doesn't make a dent.
Would it be possible for a competent player to;
A) Post how quickly they can attack with FC+SC with 2 guardian squads + entangle
B) The amount of troops that can be created by other races in the same time frame
C) How long it takes to actually make a force that can actually beat or at least draw even with the SC rush.
Villiation
27th Sep 04, 8:59 AM
SM :
getting up a force commander with atleast 1 tac squad... 2 is possible due to the amount of starting requisition ( ofcourse you build chapel-baracks first )
They are able to at least hold back the see council, definitly if you attach the FC to a squad once it's been beaten up a bit. and then you will have to expand as quickly as you can, i.e. send out quite some scout units to capture points, since they do this faster then normal marines.
My point is that there's always a way, definitly if you are a bit tactical
190 Proof
27th Sep 04, 9:33 AM
The real hards facts:
You can get your 3-man SC and a FS out the door between 2:15-2:30 (depending on how close req points are and how fast you are); at the same time you do NOT have entangle yet, and your 2 guardian squads are still minimal with no warlocks or upgrades.
At this same time a chaos player can rush you with 2 large cultist squads, 1 CSML, and 1 CSM squad of decent size (6-8).
At this same time I have been rushed by SM players with 2 tac squads, one scout squad, and a FC with a third tac squad rushing to the front.
The SC is a losing bet in this game every single time; an eldar who is scared of this rush actually has to forgo the SC for another minute or so to get Entangle and use his guardian squads to stay alive. The SC is an EXTREMELY strong unit, but it is actually rather slow out the gate. If there are any Eldar players out there who can get a better army fielded by 2:30 into the game I'd call them a liar until I saw the replay.
Sandanjuu
27th Sep 04, 3:25 PM
The real hards facts:
You can get your 3-man SC and a FS out the door between 2:15-2:30 (depending on how close req points are and how fast you are); at the same time you do NOT have entangle yet, and your 2 guardian squads are still minimal with no warlocks or upgrades.
At this same time a chaos player can rush you with 2 large cultist squads, 1 CSML, and 1 CSM squad of decent size (6-8).
At this same time I have been rushed by SM players with 2 tac squads, one scout squad, and a FC with a third tac squad rushing to the front.
The SC is a losing bet in this game every single time; an eldar who is scared of this rush actually has to forgo the SC for another minute or so to get Entangle and use his guardian squads to stay alive. The SC is an EXTREMELY strong unit, but it is actually rather slow out the gate. If there are any Eldar players out there who can get a better army fielded by 2:30 into the game I'd call them a liar until I saw the replay.
I wrote out a huge example of why SC will own a Marine in almost every situation, but the forums thought it would be funny to log me out and make me lose it all.. so I'll jus tmake it short and sweet:
A properly microed SC, can not only reinforce faster then it can be killed, but can keep TWO marine squads with 4 heavy bolters each either on the ground, in CC, or on the move, on a continous basis. HB's cant fire while moving, and SC can knock thigns down at range. You order it into CC with oen squad, that squad get sinto CC then you order it into CC with the other marine squad. At this point, the SM ahs no choice. He can ether retreat the first one so it can start ranged firing again (which requires movement + setup, gving the eldarp lenty of time to drag it back into CC) or stay in CC and die anyways.
Invariably, the only thing a smart commander can do in thi situation is simply run, becaus eyou stand no chance. They WILL reinforce faster then you can kill them, and since the SC squad cap is so huge (16) by the time they hit full, they can steamroll you.
I've had 3 marine squads with heavy bolters firing into a BROKEN seer council and the Seer council enver fell below 10 warlocks.
In my experience, the only thing that can kill a SC fast enough, is walkers, because of their instant kills vs infantry. Even then, by the time you can get walkers out, they'll have a full FC *and* either brightlance platforms or walkers with brightlance.
SubZero
27th Sep 04, 3:38 PM
In a game today my Tier 3 fully researched everything, i had 15 Seer Council with Farseer survive and regenerate when under fire from 2 Dreadnoughts, 4 Tactical Squads w/ HBolters and several Annihilator base Predators.
This was at Tier 3, fully researched everything.
When the Terminators were sent in to engage them, they died.
Sandanjuu
27th Sep 04, 4:01 PM
In a game today my Tier 3 fully researched everything, i had 15 Seer Council with Farseer survive and regenerate when under fire from 2 Dreadnoughts, 4 Tactical Squads w/ HBolters and several Annihilator base Predators.
Thats just plain silly.
This was at Tier 3, fully researched everything.
When the Terminators were sent in to engage them, they died.
Who died? The terminators or the SC? Because I've watched SC's tear assault terminators apart like they were candy. Not including the fact, a space marine player rarely lives long enough to GET terminators vs a competant seer council rusher.
If the seer council killed the terminators, refer to my previous "just plain silly" comment.
I honestly, fully believed they would fix this issue in beta. Primarily because, I constantly heard people say it was a bug that the ranged resistance effected each member of the seer council and stacked (it seemed logical to me)
XXCCLL
27th Sep 04, 7:00 PM
Just as a curiosity question, but which is better in HtH, full squad of Possesed SM or a almost full SC?
strategery
27th Sep 04, 9:44 PM
I have to agree with the majority here. the SC is horribly over powered. As an SM player their near impossible to beat early game. By the time I have my FC and 1-2 tac squads, I'm already dealing with the SC, FS, and usually 1 or 2 squads of gaurdians or 1 squad of reapers.
In this situation there are only 2 options
Stay and fight: most eldar units focus fire on FC cutting him down in a matter of seconds, then rushing the SC and FS up into CC with the remaining marines. Even microed this situation is hopeless for a few reasons.
1) the eldar SC can outrun my marines almost 2 fold.
2) the FS has that stupid ass psy blast that basically makes my marines 100% useless
To make that short and sweet, GG..
or I can try and
Run: HAHAHAHA, good luck. The eldar units are nearly twice as fast as my marines. Running away is completely useless. the SC will cut off my units from the front, the gaurdians move up from the rear, and goodbye marines.
The main problem I have with the SC(and most eldar units) is that their WAYYYY too fast. I can understand them being quick. But when they can cover from one side of the map to the other in about 5 seconds.. That's a little stupid. It makes running away entirely obsolete, as they will be in front of my marines before they reach safety, and it makes microing my squads to keep them a distance away from the SC useless because they'll be in front of them before I can get the order out.
It's also just a general pain in the ass to kill them. Their unit health is so high that by the time I even kill one, they've already got em reinforced with more on the way.
Dalveldrin
28th Sep 04, 3:20 AM
Sounds to me like the community wants to see Fenris verse Groundzero, he talks a big game of pwning the Seer Council, lets see it in action, and you can post the replay of your uberpwnage.
SubZero
28th Sep 04, 3:26 AM
The Terminators killed the SC.
Eldar are the game units which are meant to be specialised. Out of all 15-20 units the Eldar can have, only the Seer Council is remotely flexible.
Remember, we can have only 1 Seer Council which takes upto 15minutes to form with upgrades(even after fully researching everything) whilst anyone else can have their Relic-Elites in 1 research, and their second/third Hero instantly on Order requiring Zero Upgrades.
The Seer Council are therefore high cost, and can only be in 1 place at a time. It makes Eldar Unique.
Double Post
Sounds to me like the community wants to see Fenris verse Groundzero, he talks a big game of pwning the Seer Council, lets see it in action, and you can post the replay of your uberpwnage.
he will just let me win anyway, and not research anything useful or something.
Sandanjuu
28th Sep 04, 3:39 AM
The Terminators killed the SC.
Oh ok, theres our answer everyone. Just tech to TERMINATORS! Woohoo. :fight:
Dalveldrin
28th Sep 04, 3:47 AM
Phew, glad that got cleared up then. I wonder if he uses Land Raiders and Orbital Bombardment on them too.
waren_alkar
28th Sep 04, 5:38 AM
Just out of curiosity, but why are people trying to kill off a Seer Council with heavy bolters instead of plasma guns? I'm not talking about early on, but once the stronghold is upgraded. I can understand that most Eldar units classify as normal infantry (save Warp Spiders), but the Seer Council is heavy infantry.
Also, and I mentioned this in another thread, this isn't to say I don't agree with the general sentiment against the Seer Council. Personally, I thought it was meant to be more of a small command retinue of Warlocks for your top tier units (Farseer, in this case) rather than a close combat mob of death and destruction. If anything the Howling Banshee needs a bit of help getting a chance as a viable close combat unit. I haven't heard of many people using them, save against another Eldar side.
SubZero
28th Sep 04, 7:55 AM
Phew, glad that got cleared up then. I wonder if he uses Land Raiders and Orbital Bombardment on them too.
Orbital Bombardment killed a 15 Strong Seer Council with Farseer at Tier3 Upgrades.
Double Post
Furthermore, a single Terminator Squad survived against 3 Warp Spider squads...
Possessed Marines survived against 4 Guardian squads...
It just depends what you use against the target.
pr3acher
28th Sep 04, 8:34 AM
It might seem silly, but i beat off a SC with 3 tac squads because of.... frag grenades. It kills their morale and then the heavy bolter + FC do the job.
MadJackMcJack
28th Sep 04, 9:05 AM
Swamp them with loadsa Boyz on overwatch. WAAAAAGH! :fight:
Starfisher
28th Sep 04, 10:59 AM
Can someone who played in beta (and now has the full game) please tell me if they at least made morale matter? In beta the SC was able to kill three full marine squads with plasma while completely morale broken. This makes me skeptical to statements such as pr3acher's. That was in beta though, and we made such a fuss about it I was sure they would change it for release. Did they?
I mean judging by what I see here, no. It's almost the same situation as in beta. One side refusing to acknowledge a problem with the SC rush while concurrently refusing to show how it can be beaten, and the other side explaining it ad nasuem with growing frustration.
Dalveldrin
28th Sep 04, 11:23 AM
From what i've seen they can still take an amazing beating with broken morale... as for using Terminators, Orbital Bombardment etc, I don't think anyone doubts that in the long run, while good they are not invincible, I was under the impression this debate was focused on early game. If the SC is pwning all your men, and you're not even tier 2 yet, Terminators won't help you, so the whole idea of this is, either.... what do you do when your options are... Scouts, Marines, Assault Marines, Force Commander... or that they are overpowered early on. I think we can ALL kill them an hour into the game.
nozedive13
28th Sep 04, 12:26 PM
There are all kinds of stuff left over from Beta days. Basically we got a priettier piece of shit we'd already been playing. Can someone fill me in as to what they actually fixed? anyway, i haven't played a good eldar player in like 2 days now, i've got a couple of thing I want to test out. like just going house on the seer counsil with grenades and flamers while tying up the others with like grots or w/e.
Sandanjuu
28th Sep 04, 12:47 PM
Can someone who played in beta (and now has the full game) please tell me if they at least made morale matter?
Nope. I've said it before, I honestly believed they would fix this issue. All squads in this game are effected by morale, some to an extreme degree, except seer council.
Seer council is still godly even when broken.
Fenris-X2
28th Sep 04, 5:14 PM
I believe the reason why FC/CL can own broken council ( by own i mean actually kill 1 or 2 hehe ) while seers still seem to own everything is else is because when morale is broken, some kind of bonus damage to applied to any attack directed at that squad. Like maybe 1.5x or 2x dmg, but its simple maths
1.5 * 0 = 0
2 * 0 = 0
( FIX CONCEAL HINT HINT )
But for FC/CL, they actually get the bonus since their attack is melee so tahts why they can kill council. Unfortunately, this one counter is shutdown by entangle and an FC alone doesn't have to power to take on a seer council and FS.
Having said that, I don't think eldar is unbeatable if the marine or chaos player does a hardcore rush to drive eldar off one of their "safe" SP's during that ever so small window of weakness and then proceeds to win slowly by attrition. its just u don't always knwo what race they are. Still, for fun reasons i think conceal needs to be nerfed to hell or "fixed" since it seems to be a bug. It would be a joke if it wasn't a bug.
n0z3k1ll3r
28th Sep 04, 5:40 PM
ok... question here, how much time/money does it take to get out a full SC with FS and Conceal (which seems to be whats being bitched about here)?
Jerry1978
28th Sep 04, 5:53 PM
it takes just about 4 minutes. i know because of my handy stop watch that i used to time this BS yesterday in testing.
now in 4 minutes you can have 3 squads of unreinforced marines and a commander. that's just barely enough to hold off the rush if the eldar is a really, really stupid newbie. after that you are starved for power because this build takes so much req. in the meantime the eldar gets entangle and/or conceal and comes back to own the map. even if you hold out in your base you've already lost almost all of the strat points on the map to Fleet of Foot Guardians so GG.
Sandanjuu
28th Sep 04, 5:55 PM
ok... question here, how much time/money does it take to get out a full SC with FS and Conceal (which seems to be whats being bitched about here)?
2:40 I think was the last estimate I saw at fastest SC with conceal. Which, means, even if you go straight FC/2 tac squads, they'll have their SC with conceal ready to soak up the damage and knock your stuff around like its a toy. Once it has conceal you simply cannot kill it fast enough to counteract reinforce unless your using Walkers.
n0z3k1ll3r
28th Sep 04, 6:14 PM
it takes just about 4 minutes. i know because of my handy stop watch that i used to time this BS yesterday in testing.
now in 4 minutes you can have 3 squads of unreinforced marines and a commander. that's just barely enough to hold off the rush if the eldar is a really, really stupid newbie. after that you are starved for power because this build takes so much req. in the meantime the eldar gets entangle and/or conceal and comes back to own the map. even if you hold out in your base you've already lost almost all of the strat points on the map to Fleet of Foot Guardians so GG.
Umm... I can get a lot more than that in 4 minutes... More like 2 full marine squads with 2hbs each and an FC...
Sandanjuu
28th Sep 04, 7:29 PM
Umm... I can get a lot more than that in 4 minutes... More like 2 full marine squads with 2hbs each and an FC...
And they'd still get massacred by a SC =P
strategery
28th Sep 04, 8:28 PM
Ya tier one it doesnt matter how many Hb's you have, their just not gonna work :(.
Jerry1978
28th Sep 04, 9:23 PM
perhaps i should have been more specific: chaos space marines. two squads will have 6 members and the 3rd will have 4.
and as for your heavy weapons they won't do anything to a seer council, especially once they are locked in melee. it's better to have more marines (as if there is any point in resisting an eldar that does a SC rush).
also i just did another test and it takes about 2 minutes 40 seconds to get Seer Council itself, but about 4 minutes if you want Conceal or Fortune.
EzyKill
29th Sep 04, 6:51 AM
I agree Seers Council is just crazy, I had 2 Space Marine squads attacking it and it was barely being hurt, even had my Force commander in there and my force commander died and the seers council guy had like full life... Only way I eventually beat it was because I kept pulling back and teched to plasma guns.
P.S. I had flamers early so I was working overtime demoralising this seers council squad and 1 reaper squad. My 2 squads of space marines, 1 scout squad and 1 force commander, space marines upgraded with flamers couldn't beat that 1 seers squad... Was a joke, all of his units were demoralised and it still didn't take any damage, my space marines were losing moral and got owned constantly.
I won though eventually, was too fast for him and I made dreadnaughts + plasma guns.
megasaur
13th Mar 05, 1:40 PM
Warhammer is a game where high tech like seer concil, squiggoth, mega blaster, orbital strike are superior to low tech units and weapons. dreadnaughts and any other tank will easily handle seer council.
timotheus
13th Mar 05, 2:28 PM
ummmm
wait wait
i always thought that the SC was FIXED in beta...the so called council bug...?
so now SC is the eldar equivalent of PSM?
gotta try it....meh @ my retirement.
megasaur: why did you bump this? The thread is from before patch 1.10 where the seer council was overpowered largely due to the conceal bug and so (effectively) couldnt be harmed by ranged fire. It has sinced been fixed and the council is now underpowered.
Boomstar
13th Mar 05, 2:54 PM
My favorite part of this thread is ground zero defending the seer councils power.Un-bias indeed :bandit: .
savagedave
13th Mar 05, 2:55 PM
lol I was thinking that.
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