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I just faced something called the seer council last night when playing against eldar. It was two far seers and his group i guess. They had rerolls up the hooha and an invulnerable save of 4+ which they could reroll misses. Not to mention something called a wraithgate. Can anyone tell this tyranid player how to stop that?
Hey what a coincidence I answered this question in another link!Hope that helpsOriginally Posted by impending slaughter
Heres the link in its original context
http://www.librarium-online.com/foru...t=40485&page=7 (...and i'll take 1/2 lbs of Eldar cheese)
The Seer Council is very difficult to destroy, as a 4+ invulnerable plus a reroll will hold them in almost forever, plus they can wound your big targets with their witch blades.
I think the solution is to not bother trying to kill them, and instead feed them a big squad of scum troops such as spine gaunts, with a synapse creature nearby to keep them fearless. That way, their witchblades will be of limited use, and you can concentrate on devouring the rest of the army, which will be smaller than most eldar lists due to the cost of the Seer Council.
As an aside, you might want to consider psychic scream and the shadow in the warp psychic powers to cut down on the amount of mind wars you might suffer from the council. Mind you, psychic scream will force you to be close enough to be a target for the mindwars...
Wow. Looks like I typed too slow again.
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Yep perfect tactics. Just like the necron monolith you just ignore it until just about every thing else is gone by then they phase out, or in the eldars case will be crused due to their inabbility to cope with mass attacks/fire against them.
wanted to say crushed not cursed
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Thanks for the reply guys. Since someone mentioned fearless though it brings up another point. What is all your opinions on the rule that if you are outnumbered and fearless you start taking hits just because?
I like that rule because it seems fluffy to me. If you are in a group of 10 vs a group of 5 fearless then it makes sence that since those fearless 5 are just going to stay and not run away that the more they are outnumbered the more their fearless is a curse. In my fluff mind it seems that you would need to be superpowered to fend off 2 people by yourself. You block one but the other stabs you in the back where you are not looking. Hence no save.
well you still get your saves, but IMO that makes being fearless more harm than good. Combat should be you hit me I hit you. If you think about it lets look at it this way. You lose combat and make a morale test, You fail and have a chance at getting overrun. Or your fearless and stay in combat and still wind up taking hits just because. Explain to me the benefit of being fearless when it still puts you in harms way?
There are two conditions to taking the extra wounds: the unit has to be outnumbered by at least 2:1 and has to lose combat. Those are actually pretty steep conditions, and if they are met, it truely means that the unit is in a very dire situation and probably should be taking extra damage.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
Fearless doesnt need to be a total benifit. Someone (or thing) that doesnt back down from a fight should be punished for getting into a fight it cant win.