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Eldar changes, no more seercouncil pwns all?

  1. #1
    Souless
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    Eldar changes, no more seercouncil pwns all?

    I will not be able to get my copy of DoW until 28th (australia)which is in 7 days, I just want to know what units Eldar players are using in mulitplayer, seeming as though you needed the seercouncil in the beta what has been changed? and what are the newest effective stratergies?

    feel free to post your Strats, newbies and beta players both
    welcome.

  2. #2
    Prophaniti
    Guest
    ::Sigh:: 2 more hours before i'm off work. then i'll be on my way to the mall to pick up my reserved copy. w00t! No sleep for me tonight! heheh

  3. Tabletop Senior Member  #3
    Professional Gunman Dooks Dizzo's Avatar
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    Quote Originally Posted by Prophaniti
    ::Sigh:: 2 more hours before i'm off work. then i'll be on my way to the mall to pick up my reserved copy. w00t! No sleep for me tonight! heheh
    We are in the exact same boat my friend. Except it's 4.5 hours for me.

  4. #4
    Souless
    Guest
    good for you guys but I asked for new Eldar strats and what the changes to the Seer Council are and how that effects the way eldar are played.

  5. #5
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    I messed around with a full Seer entourage and Farseer (seer council had the witch blades etc) and they pwned, for lack of a better term. I didn't play the beta so I can't compare, but they were doing very well.

  6. #6
    Sps
    Guest
    if demo is any indication seers are unchanged except that their ranged has been reduced - I am probably getting the game tomorrow so I can't be certain but please lets refrain fomr another batch of eldar need nerf whines.

    We went through closed
    We went through open
    We moded the demo out of curiosity

    And the council has been left (almost as it was) at 1.4 levels with a slight ranged nerf (which is where conceal comes into play).

    From what i have seen all (non - council) eldar CC has been doubled with the exception of sipders whose ranged has been doubled as well.

    Conceal costs 100/100
    Holofield is reduced in price to 75/25


    This is based on making eldar playable in demo so it may not be accurate or complete but I for one agree with such stats as seer council since 1.4 did NOT pwn all

  7. #7
    greyworks
    Guest
    Seer Council is still working for me in retail. I didnt face that many eldar oppenents though, but the ones i did face , were running seer councils , banshees , and warlocks .
    Seer Council was still very effective early against all oppenents.

  8. #8
    Yes seer council still pwns all. Seer council rush owns all game over

  9. #9
    Sps
    Guest
    Quote Originally Posted by Kasmapalities
    Yes seer council still pwns all. Seer council rush owns all game over
    LOL

    I'm an eldar fanboi of course I'll disagree :P

  10. #10
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    Owns all until they run into the 5 Defilers and hundreds of chaos marines that the other player has built up in only minutes... I've come to hate Defilers at this point.

  11. #11
    KarmaToBurn
    Guest
    Just coming here after getting demolished by a FS+Entourage to see what you guys are thinking. I got nailed in an early game skirmish and was pretty stunned. FS+5 warlocks VS my FC, 2xSniper Scouts and 4xMarines with 2HB. If my math is right his resource value was 640/200 at the beginning and mine was 740/145. Power comes cheaper to eldar, as well as Listening posts. By the end of the fight my FC was dead as well as some marines (which I had reinforced) and he was down to one perfect FS and 2 council members. The reinforce rate is amazing on those things. He retreated at that point when I had another 4 show up but it was pretty much over then. He did a great job microing but damn that FS is just vicious, what with the stun attack that she has. Don't know what to say. Maybe Ill try playing as Eldar to see how easy it is to win this way.

  12. #12
    morpheus133
    Guest
    yep gotta play as whatever beat you to see if it is just that easy or player skill. also save your films.

  13. #13
    Aimless
    Guest
    I only beat a council rush once (only seen it about 6 times). Iv learned that, as is the case with TT, the council should be ignored/broken with flamers till u can take down the rest of his army.

    The last time i played against a council rush i won by treating the eldar as if they were marines and teching to plasma guns. It was a very close game (beta, wish i could save the replay). His council was actually beating up my barracks for 20 sec or so at one point.

    Two squads with flamers can break the council quite well but to kill it u need lots and lots of plasma guns or a dread/equivalent.

    Obviously, haven’t played anywhere near enough games to make any conclusions about balance.

  14. #14
    KarmaToBurn
    Guest
    Well, I got of 3 games last night. The first one was a was as I had no clue what I was doing with the FS and the whole squad kept running around doing nothing while I tried to get of the area affect spell. Now I know to detach her at times. That was VS marines, battle was decided early. 2nd was VS orks and I crushed his early rush and hung out at the cap point and failed to tech to counter wartraks. Whats the eldar counter? 3rd and 4th were vs Eldar and I won one lost one. Lost to a Seer Council and won against the other guy who didn't use his seer council. I'm going to keep practicing before I make a final opinion.

  15. #15
    -_Phoenix_-
    Guest
    Karma, wartruks get owned by brightlances.

    In fact scratch that, vehicles period get owned by brightlances

  16. #16
    ShanK-fOO
    Guest
    Artillery > Seer Council

    The trick is to hang on till you can get some built... doesn't seem to be a problem for Chaos.

  17. #17
    Sps
    Guest
    Quote Originally Posted by Aimless
    I only beat a council rush once (only seen it about 6 times). Iv learned that, as is the case with TT, the council should be ignored/broken with flamers till u can take down the rest of his army.

    The last time i played against a council rush i won by treating the eldar as if they were marines and teching to plasma guns. It was a very close game (beta, wish i could save the replay). His council was actually beating up my barracks for 20 sec or so at one point.

    Two squads with flamers can break the council quite well but to kill it u need lots and lots of plasma guns or a dread/equivalent.

    Obviously, haven’t played anywhere near enough games to make any conclusions about balance.

    you HAVE to treat council as marines and get plasma - they are quazi-HEAVY infantry or at the very least will not die to bolter fire easy

    as for balance a lot of people would love nothing more than to see council gone - it is one extremely resiliant unit and one thing eldar has that can take out (non cc) vehicles will ease.

    Havin'g played retail after closed and open - my conclusion is - they are fine as is.

  18. #18
    Member
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    Yeah, but man I'm having some serious issues with Chaos at this point. I think I need to change tactics but not sure how. Ah well, more experimenting to come.

  19. #19
    Souless
    Guest
    I purchased the game yesterday, w00t! and seercouncil is no longer the Über unit it used to be, heavy bolters and such plus a chaos lord going to the fray can quite easliy kill a medium sized seercouncil

  20. #20
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    Yeah, I've been noticing that. I had a maxed seer council and Farseer and they got owned. The Champion and Sorcerer just pounded them.

  21. #21
    Sps
    Guest
    thats because people play them as i did when i first started with eldar - no soul shrine upgrades.

    Just wait till eldar players realise soul shrine is their best friend....

    I have had no problem taking out fc+3 squad rush with a 5 member council - five - supported by 3 guardians and one banshee squad ; in fact as eldar yesterday I'm 6 wins - 0 losses - before i switched to chaos ,and most people are semi decent with marine spam due to SP campaign training.

    Mind war the fc and its on half health - maybe psy storm but best use that on marines - focus fire on FC with GUIDE on gurdians. 3 abilities used up = FC dead - then send banshees and council to melee the troups or change council to ranged - conceal will make them last all the while your guardians are owning.

    I see a lot of n00bs build a council and just send it into the fray then they wonder why it doesnt last. Well - there's the secret.

    A lone concil could always be beat - in retail a supported council is equally deadly to inexperienced opponents. And it is a waste of money in the hands of equally inexperienced eldar player.

    With FoF council alone can hit and run and wreak havoc on enemy economy.


    Quote Originally Posted by ShortStroke
    Yeah, I've been noticing that. I had a maxed seer council and Farseer and they got owned. The Champion and Sorcerer just pounded them.
    Two melee heroes and a few sm/csm ranged - especially with a morale buster have always owned the council.

  22. #22
    Asapin
    Guest
    As a Eldar Player, my advice vs the Council Rush for (C)SM is largely what has been said here already, but perhaps not all in one post.
    First off break the Council with at least 2 flamers, once broken, the Eldar player often doesn't retreat because the Council is still one nasty piece of work- now set as many plasma guns as you can on the Council, and you should be able to take it down.
    A good micro-managing FS often storms on the plasma gunners, killing them, and sets their guardian squads with brightlance PLs and/or Reapers to take out the remaining plasma gunners. Sometimes you may see a banshee player toss banshees at the plasma gunners just to keep them from shooting.
    A risky thing to do is send in your force commander w/ some assault marines. They'll tie up the council, but you also risk losing your force commander if the FS player is quick and mind wars him. My suggestion would be to block the council with an assault, and send the force commander on a killing spree to get rid of the often sparse backup forces accompanying a SC rush.
    Once the SC is caught alone, then no matter how powerful they are, they still can only engage one unit at a time, which, if broken, ought to buy you enough time to take them down using plasma guns- remember to avoid CC with them as once they're in CC, they take reduced damage from gunfire.
    The difficult part of course seems to be getting enough marines to run these tactics. To this, my only advice is- the Eldar player plans for the SC rush, and one might need to consider that if you're playing against eldar, it would be prudent to throw all your resources into countering. Early scouting with infiltrated scout marines can really save you here.

  23. #23
    Raging Idiot
    Guest
    Well I think you need to restate your comment.

    The SC can only keep one squad in close combat if you micro your squads. If you react like many SM players then I will get every one of your squads into close combat. many people do not run their squads away once they engage in close combat with the Council and that is a big mistake.

  24. #24
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    Quote Originally Posted by Sps

    Two melee heroes and a few sm/csm ranged - especially with a morale buster have always owned the council.
    I didn't play the Beta (too busy ) So I wouldn't know, but I figured heh.

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