Eldar advice

Strategy and L2P topics.
Lesten
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Eldar advice

Postby Lesten » Sat 18 Jan, 2014 2:15 pm

I'm looking for some hints when playing Eldar. I'm getting a tired of losing so I thought I'd ask around here for some helpful advice. I usually play the Farseer. 2v2 or 3v3.

using Dark Reapers
What are they good against now that they have inferno damage? Obviously they deal good damage, but when is it WORTH getting them?

using Fire Dragons
Sure, they're pretty good vs vehicles but I often end up getting a bright lance or a wraithlord with bright lance instead. Again, not sure when to get them.

using Warp Spiders
I used to get these more often before, but now I don't know. They're extremely micro-intensive and unless you have two squads their dps isn't that great. Haywire grenades are awesome, but spiders are hardly worth the cost and the extra micro just for that. How/when do you use them?

vs Eldar Howling Banshees
When I'm up against an Eldar mirror with banshees, I ALWAYS lose my banshees in a banshee vs banshee fight, even if I'm supported by guide and a guardian squad. Seems my opponent always gets the specials in first and then wipes the squad. Is there a trick to getting the specials earlier or am I just unlucky every time?

vs any vehicle (or monster)
I know Eldar have a lot of good AV options, but I don't know exactly what unit is good vs what vehicle. You often have to invest in a unit that is only good vs vehicles and more or less useless against everything else (which I guess is true for most races), so choosing the right one for the job is obviously very important.
And what about vehicle spam? How would I counter that?

vs IG Spotters
These guys shut down the set-up teams you need vs IG. Any suggestions on how to deal with them when they hide behind a wall of lasguns?

vs IG Anti-armour Storm Troopers
The reason I never get vehicles vs IG. They sneak through and kill both falcons and fire prisms in seconds. I usually have rangers (since they're almost always a must-have unit, if only for their detection) that would then be left baby-sitting the grav tank. And even if the storm troopers are detected they still destroy it if I take my eyes off it for just a second.

vs IG Ogryns
Not too bad by themselves but incredibly strong when supported by spotters or commanders. My main problem is that ogryns completely change the way you play vs IG, suddenly you're facing a tanky melee squad instead of a ranged infantry or vehicles. It helps if I've preserved my shuriken cannon and not switched it for a bright lance, but what else can I do to counter ogryns?

vs Grey Knight Terminators / Paladins
How do I deal with these guys?
* Once I sent leveled banshees – supported with a bright lance, guide and doom – against a terminator squad. My banshees got slaughtered without making as much as a dent on the terminators.
* Another time it was a leveled banshee squad along with seer council against terminators, and they still couldn't take a single model.
* SM and CSM terminators are usually less of a problem, but they are still incredibly tough to deal with.

vs super units
I feel I have problems dealing with any super unit. The swarm lord and battle wagons are the worst. Land Raiders are manageable if I have an eldritch storm and some AV.

Any advice would be appreciated. (Though preferably not anything like "just select the unit, do a back-flip while reciting the alphabet backwards, rotate exactly 27 degrees, and press the M, I, C, R, O keys in order in 0.1 seconds." I kid of course, just remember that some of us players are actually human and can only do or keep track of so many things simultaneously). ;)

Thanks
Last edited by Lesten on Sat 18 Jan, 2014 3:00 pm, edited 1 time in total.
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Commissar Yarrick
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Re: Eldar advice

Postby Commissar Yarrick » Sat 18 Jan, 2014 2:33 pm

I use Dark reapers for two purposes. To lash out tons of inferno damage upon the enemy and use the rocket barrage thingy to disrupt the enemy formation in order to get my banshees into 'em. When it comes to Fire drakes, I never use them. Reason for that is that getting a brightlance, wraith lord, AV farseer is more efficient.

When it comes to IG, you want to have the advantage of crowd controll. If you let IG run rampant they will rip you to shreds. I for one recommend 2 wraithlords with Farseer gravity blade support. Use the gate stealth to get farseer close and lift the infanry up and follow with stealthed wraithlords to kill them in melee while they sit helpless in the air. Splash damage makes the engagement 90% likelly to destroy all infantry units that are caught in the levitation field.

Super units area easist to deal with haywire grenade from warpspiders followed by series of brightlance shots and other sources of AV. When it comes to deal with the infantry or the support around the heavy target however, you must force them back with various ways that are open for you at that time. But I recommend Devide and Conqure tactic
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Sub_Zero
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Re: Eldar advice

Postby Sub_Zero » Sat 18 Jan, 2014 4:48 pm

Wow, Lesten, I didn't know that a good player like you would ever ask for an advice about his main race. But anyway I will give you some advices. Maybe you will find something useful.

using Dark Reapers

They are good vs any target now. Just like tzeentch marines. But mostly you need them to do damage against heavy/super heavy infantry. They also have the very good ability "Pinning fire". It helps to counter both ranged and melee units. Also you can throw a grenade on a supressed unit. That means guardians + dark reapers synergise well. You can setup your banshees' charge with dark reapers. Using the same ability. Add a disruption with your rangers and your banshees will not be damaged on approach. There are lots of uses! Dark reapers can disrupt things also. I don't like this ability however if you have extra resources you can get this ability with no doubts. It will serve its role. You have to be lucky and I would recommend you to use the barrage only at close distance to prevent dispersion of projectiles. In case you don't know I say you that dark reapers wear heavy armor.

using Warp Spiders

They are the best anti-melee ranged squad in the game. And you are not right about their damage. 18 piercing dps x4 + 21 piercing dps from Exarch. You know that is a lot of damage coming out from them. However they are very fragile and can bleed your economy horribly (55 / 5 per model). If you have no cover to jump behind with your warp spiders then don't risk engaging blobs of ranged units. Also they do great damage in melee for a ranged unit (exarch himself does 39 power melee dps). Again if you have banshees then to setup their charge just teleport to some ranged unit and tie it up. That will be a good use of them if you push enemy lines. If they get damaged then jump behind some cover. Also don't retreat them if your opponent still has melee units/commanders on the field. Just jump back and wait. They will help to damage melee units while your other units kite them. Also there is a good trick with them. If enemy melee units try to hit them in melee combat then don't jump away, throw a grenade to the position of your warp spiders and jump away when the grenade is about to blow up. But to be honest this trick works with almost every Eldar unit.

vs Eldar Howling Banshees

Try to disrupt them and then engage. It will significantly raise your chances to win.

vs IG Spotters

You know spotters do nothing on their own. Disrupt IG's forces with your rangers, tie them up, throw grenades. Heck do whatever you can to prevent them from firing while your setup team is disabled.

vs IG Ogryns

That is the situation when you need dark reapers. Your hero can do a great job, she can stop ogryns by using her gravity blades. But just supress them with your dark reapers and throw a couple of grenades. Your supported walker will own ogryns also. I can't say for sure but I think that walkers like Khorne dread, SM's dread and Eldar's dread can defeat ogryns on their own. If you have no banshees then get them. They do great power melee damage and can supress ogryns.

vs Grey Knight Terminators / Paladins

Don't forget that your Farseer can send them flying with her gravity blade. Use this moment to damage them as hard as you can.
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Re: Eldar advice

Postby Tex » Sat 18 Jan, 2014 6:29 pm

My perspective is 100% from a 1v1 point of view, so take this for whatever its worth to you...

On reapers:
I purchase these guys against blobs of HI obviously. I use their rocket launcher a lot vs IG and nids. I really like using 2 squads of them against heroes like the force commander because 2x pinning fire works very quickly to suppress hard targets.
But there are more subtle times to buy these guys as well. For instance, if my power has been bashed and I feel like I will be on the back foot if I don't add something to my roster, reapers are usually my go to unit. So long as I have some AV available. Inferno damage has made them a nice little good vs all infantry unit now.

On Fire dragons:
I usually use these guys against transports. Guided fire dragons are something to be feared. They can move so fast and if you group them with banshees, you have a very cheap and effective alternative for dealing with vehicles rather than traditional combos or sources.
I would say they are best used against razorbacks, bloodcrushers, rhino's, and chimeras. I typically would not purchase them against orks as I much favor warpspiders or wraithguards in that match up.

On Banshees:
Save your warshout for the middle of the battle (I know this sounds weird) so that if you get knocked back first, use the warshout and then immediately retreat. It will save you a lot of pain.

On Warp Spiders:
This is the best anti-ork unit in the game. I am also now heavily favoring warp spiders against nids because of their ability to counter so much of that roster.

On countering vehicles:
I have a tiny little rule that I follow almost religiously when I play eldar in regards to vehicles. That rule being... "If you don't counter and kill a vehicle in your first attempt, escalate your AV or risk being bled to death". In regards to countering monsters, and assuming we are talking about carnifexes because they are really hard to kill, I automatically build 2x brightlances the second I know a fex is on the field.

On dealing with spotters:
Don't clump, use shields/healing to stall and get setup again. Spirit stones will negate a lot of what an IG blob can do.

On melta storm troopers:
You play farseer no? Once you get high value soft targets, spam farsight at chokes leading to that target, or even just cast it right on your fire prism. I did this to Torpid a while back and he literally had no answer to it other than trying to get a manticore out.

On Ogryns:
Mind war, doom, guide, grenades, suppression, etc. Ogryns are pretty easy to deal with as eldar. Oh yeah, almost forgot, you can also use psychic storm as area denial. That spell is like absolute kryptonite to IG.

On Terminators:
I have learned the hard way as well man, you just cant trust banshees to get the job done against terminators. They just have too much hp and they don't fall down. Use farsight and get some free shots on them with your lances/d-cannons or snipers or dark reapers.

On super units:
Swarmlord is hard, thats for sure. His life sap just makes him miserable to deal with. Of course, 2 brightlances minimum against this guy and a fully upgraded wraithlord would not be a bad idea. I believe haywire grenades work against the SL as well, so that would fit well within a typical eldar roster vs Nids.
I agree that the wagon is super hard to deal with as eldar. The wagon is designed to make things bleed, but it isn't very tough. Wraithguard do very well against it because the roller cant crush them. Again, haywire grenades really do a fantastic job against the wagon so long as you can get out before losing spider models. Also, a shielded falcon will give you some serious mileage against orks, assuming you are T3. I wouldn't however recommend building a falcon vs ork in T2 in many situations.
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Forestradio
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Re: Eldar advice

Postby Forestradio » Sat 18 Jan, 2014 6:44 pm

Speaking as someone who plays Grey Knights:

DON'T FIGHT MY TERMINATORS IN MELEE IF YOU WANT TO LIVE!!!

GK terminators are basically tankier lightning claw terminators that
1. have better support
2. have an AoE ranged weapon that turns normal infantry units into burnt corpses
3. drain energy from an energy reliant squad (shees, eldar heroes)
4. can be infiltrated
5. cost less power and have a less reinforce cost
6. can temporarily buff their own damage

So yeah. Don't fight them in melee. Kite, use phase shift and levitation field and time field and doom stuff and other snares/stuns/delays to slow them down. Use dark reapers, fire prisms, and other long ranged support stuff to dish out the pain.

But don't fight them in melee. Because if you do, you're playing right into the GK player's hands.
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Re: Eldar advice

Postby FiSH » Sat 18 Jan, 2014 6:56 pm

warp spiders are WAY better in 1v1 than 2v2/3v3. they are not the most cost-effective option for a pew-pew fight - use dire avengers for that. if you get in a ranged trench warfare with warp spiders, the reinforcement cost will set you back too much. and many battles in team games involves artillery or ranged fights. use them with caution or in specific situations.
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Lesten
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Re: Eldar advice

Postby Lesten » Sun 19 Jan, 2014 11:38 am

Thanks for the replies. Good advice all-round.

Will try to get some better usage from the gravity blade and dark reapers in particular. And I will definitely not go near melee terminators :)
Lesten
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Re: Eldar advice

Postby Lesten » Tue 21 Jan, 2014 8:21 pm

Here's another question: how the heck do I, as an Eldar Farseer, deal with Imperial Guard in T1?

I've had huge difficulties vs them lately. My usual build against IG is 2x or 3x dire avengers, in to a platform and rangers. Has worked well a few times before, but the last couple of days not so much... (I usually don't get banshees since they get stomped / lasgunned to death before they get close)

***

FIRST ENGAGEMENT
Eldar: Farseer + 2 DA squads (maybe 3)
IG: Commander + 2 GM squads + Sentinel (or 3rd GM squad)

* Farseer guides a DA squad and then ties up a GM squad, often takes a lot of focused fire and has to retreat.
* IG commander uses ability (depending on commander) and then ties up a DA squad.
* free DA squad(s) tries to shoot down either IG commander or repairing GM squad, does some minor damage.
* free GM squad(s) and Sentinel shoot DA, who are then forced to retreat. (Sentinel destroys DA's cover so they'll take even more damage.)
* power bash

LATER T1
Eldar: Farseer + 2(3) DA squads + Shuriken + Rangers
IG: Commander + 2 GM squads + Sentinel (or 3rd GM squad) + spotters or catachans

Long story short: spotters/catachans/hero wargear shuts down platform, Sentinels comes in and stomps (or just shoots), and rest of IG blob come after and start shooting. With the shuriken shut down, the rest of my army can't hold against the wall of lasguns and a rampaging sentinel.

AND THEN...

Ok, in T2 things get easier with pshychic storm and wraithguard (unless he gets ogryns), but by then I've been bashed so much in T1 that I'm way behind in tech – he'll have a T2 unit out before I've even started teching.

***

So my question is: how can I beat (or at least hold against) IG in T1 as an Eldar Farseer?

Two shurikens? Won't I get even more behind in tech? And spotters/catachans/hero can probably shut down a second set-up team too.

Banshees? Feels like they'll die before they get in to melee by massed fire or Sentinel stomp.

Farseer wargear? Ghosthelm or Spirit stones come to mind, but are they worth the expense and risk of falling behind in tech? Doombringer maybe, but I might need Gravity blade vs ogryns in T2.

Skip rangers? I really don't like being without a detector though + they do good damage to Sentinels + picking off guardsman models is kinda nice (or better yet, spotter models).

Thanks
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Re: Eldar advice

Postby [TLV]Soul_Drinkers » Tue 21 Jan, 2014 8:59 pm

couple options here. step one fight ur fight not the igs fight which is cap and bleed him. other wise build variations can differ depending on what they go for. a strong start is 3 da 3 plats dont invest in guardians, go t2 wg lols huehue.
can go 2 das into plat rangers tech. can also go 3 da and 2 rangers. heres the reminder fuck the sent u ignore him focus there commander then go for guardians. armor of fortune should be thought about since if u self tcast on fs she becomes a tank monster of regen. other then that practice experience and making ur micro better are all keys
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Sub_Zero
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Re: Eldar advice

Postby Sub_Zero » Tue 21 Jan, 2014 9:05 pm

bleed him.

Bleed IG? An interesting advice. Almost all T1 roster of IG is resistant to bleed. Guardsmen have the immortal leader, sentinel doesn't bleed, HWT has the immortal leader, Catachans are catachans. You can bleed spotters. But that is not easy for Eldar.
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Re: Eldar advice

Postby Tex » Tue 21 Jan, 2014 9:15 pm

Doom and guide are going to be your most valuable tools in tier 1. You have to play a very passive tier 1 after the first few engagements are over. You should be able to win some early map presence if you go for triple DA's and don't allow any of your squads to get isolated early on. Keep as much map for as long as possible (using shields or blobbing or shuris... w/e works for you) and stall the IG player's map presence for as long as possible. You should be quite satisfied if you hold a decent portion of map and you can constantly maintain at least 1 VP. Don't feel like you are forced to push outward too hard against those pesky sentinels.

I would highly recommend that you start with 3 DA's and then move into 2x shurikans. The option to upgrade shurikans into brightlances in T2 vs IG is actually a no brainer. A combination of guide and farsight will really cause pains for your opponent. Keep in mind that brightlances are actually still really good against infantry with their scorch beam. Use doom on sentinels that try charging you, and also use doom in tandem with basically anything else to quickly repel ogryns. Wraithguard are typically your best choice for a unit in T2.

In case you trying to counter a manticore in T2, use farsight and build a gate in a great flanking position. Fire dragons can get the job done very quickly, but if you already have wraithguard or brightlances, you can easily port them, use the cloaking ability, get setup, and again, the manticore will die very quickly.

Other than that, IG literally can do jack shit to eldar as soon as you have passed the chimera rush/T2 transition hump. Keep the train rolling, build some fire prisms or avatar, and your opponent will promptly quit.
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Nuclear Arbitor
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Re: Eldar advice

Postby Nuclear Arbitor » Tue 21 Jan, 2014 11:11 pm

yeah, tex has the right of it. don't build banshees in t1; if you need them in t2 you can get them then and they'll actually be useful but really the only reason to get them would be ogryns which can be countered other ways. 2 or 3 dire avengers and 1-2 plats. against the commisar assume that you'll be moving the plat a lot with flare but it's used to dictate engagements, not win them. once you get WG in t2 IG has a hell of a lot of trouble and really can't do much against them. the only thing that really gives eldar trouble is triple GM with a leman and NSF on the commisar but all three heroes have wargear to deal with that (warp throw, time field, phase shift). don't build rangers unless he has catachans and you can't use farsight well enough to counter their explosives. again, don't build banshees. shields are really helpful.
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Re: Eldar advice

Postby Torpid » Wed 22 Jan, 2014 8:56 am

Rangers are pretty amazing against IG tbh and T2 banshees + wraithguard are an absolute NIGHTMARE. Never get the shees in t1 though of course, they just aren't needed. Build order for t1 should be 2x DA + 2x SCP + rangers on a big map, 3x DA + SCP + rangers on a small map. Of course if you think he is fast teching just run it with less t1.5 units, but it's always best to get rangers vs the inquisitor as it's quite easy to avoid farsight due to silence lasting for 30seconds...

Overall though rangers are win. The extra sight radius is a godsend vs IG because IG need to bleed you a lot to win, but the sight radius makes it easy to always avoid them and repel them with shields since you know where they are coming from. Shots should be used mainly on the sentinel as it hurts it a lot and time IG wastes repairing it is more time for you to cap the map elsewhere. Furthermore kinetic pulse -> plasma grenade can instantly wipe catachans and 2 grenades with that combo can instantly wipe ogryns. Don't forget you can attack ground with wraithguard to deal with ogryns/chimera too and also guide your WG a lot, it's pretty OP. Prism + rangers pretty much seals the deal unless the IG has lemans, which they probably won't due to the ogryn bleed.

You have two wargear choices really. You can do doom/fortune/runes, which is nice because you can spam abilities while simultaneously tanking a lot of damage with your farseer which is great due to the reduced bleed. Or you could use gravity blade+rune armour+spirit stones and buy T2 banshees. Considering you have WG and rangers how exactly is the IG going to deal with your FS+shees in t2? HWT will die in seconds to WG, you can even infiltrate the shees with rangers for wipes on capping units, especially if you use gravity blade too and ogryns become pretty much useless for offense then, which makes it impossible for the IG to push on you if you have shields - something you always should have due to your ranger's line of sight bonus, meaning you always know when IG are coming, build shields and engage or get the fuck away.

Easy MU for eldar to be honest, just never overextend early on because IG can only win through bleed. If you never have your avengers caught out of cover and end up reaching t2 around the same time as the IG you're all good. Never forget about farsight too!
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Re: Eldar advice

Postby Lichtbringer » Sat 22 Feb, 2014 2:13 pm

Some nice advice in here already, but I have some more Questions about Eldar for you^^
I aprecciate tipps for 1v1 and 3v3:


Seer Council
. When should I get it, how should I use it then? Against which enemys is it good, against which bad? Which fights does the SC win?



In T2 I am still not sure what to get in what situation.

Especially firedragons and Darkreapers find not much use in my builds. I would love to use them more, but I don't know when (regarding my own and the enemy army composition). And how do you handle their upgrades.


Warpspiders I get almost only when playing the WSE, because I use my Red not enough and they don't cost power then. I love the Haywire (main reason I get them), and against some melee enemys they are pretty good. Against other melee enemys it seems like they do no damage (asm). When I play not WSE I often find I can use the power (and req) better for other units (namely WG or WLs).

Fire dragons seem to die way to fast, I think they have to get too close? Same questions as for the Seer Council.

Darkreapers are a mysterium for me :D What I hear is that they do generally good damage, and their surpression is usefull? Also they are good against termies? Or should I rather get Firedragons against Terminators?

I often get Wraithlords, I am not totally sure when to get the Shurikencatapult.

I almost never get Falcons, because when I have that much power I rather buy a WL most of the time. When should I build a falcon? I almost never use the transport capability of the falcon if I build it. Any tipps here?

Wraithguad I really like, and often favor over the 40 power Warpspiders. They seem to do really good agaisnt anything except melee. (Any special tricks here, how to keep them out of melee?) I also often favor them over Firedragons and Darkreapers. They seem to bleed less, and do heavy damage.

Oh, and the Autarch. Any good in 3v3? And the Meltagun does not seem to see very much use. Often times I already have the executioner when I come T3, and even if I could get the Melta in T2, I wouldn't use it much I think.



And a T3 Question: When do I get the D-cannons? They seem to always miss for me, and get tied up super fast. I guess their biggest + is the low price?




Most Important questions would be how and when to use Darkreapers, firedragons and the Falcon, aswell as the role of the Seercouncil.

Thanks to anyone who can give me a bit more insight into the clearly coolest race of WH40k :D

Edit: Oh, and what works best against ASM?^^
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Re: Eldar advice

Postby crazyman64335 » Sat 22 Feb, 2014 3:22 pm

well generally it's a good idea to get a seer council only when your opponent has no snares available or when your opponent is lacking in crowd control / suppression.

warp spiders are a solid choice unless your opponent has a TON of ranged dps, in which case then you should invest in a vehicle of course.

well alot of people are u;sing fire dragons horribly wrong. They send them in as the tanks, which is what you need to use your commander / banshees (as scary as the bleed is) or something to draw the fire while the dragons hit the vehicle, your opponent has to choose do i hit the av, or do i hit the banshees. and most of the time players choose the banshees cuz they're scared shitless of them.

Dark reapers fit in the more traditional eldar lineup imo. The very nice ranged dps unit to smack down that power armor and just lay down some great dps. Not to mention they scale fairly nicely into t3 with more and more super units coming out and reapers deal very nice damage to them.

falcons are an interesting choice, they deal light av damage, respectable infantry damage but the main reason you get them as opposed to a wraithlord is to have that staying power, you have no idea how annoying it is to get banshees down to 2 models, then see a falcon roll out of the fog of war and start reinforcing them -.-

and as for the dcannons question, buy them when you have a position you NEED to defend, with like your entire army. It may seem weird and you may be concerned about friendly fire, but most of the time they force off the squishy yet vital units from the battle early on.

Not an eldar player myself, just basing all of this off my own experience as eldar (which i do occasionally random them) and what other top eldars do.
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Re: Eldar advice

Postby Lt. Ekul » Sat 22 Feb, 2014 3:33 pm

Seer Council can be a tough unit. They're tempting to get, because they seem like a tanky melee unit. But they're actually quite fragile. They've only got normal infantry armour which makes them surprisingly squishy. When I get them it's to counter ranged units as opposed to melee. They're good against double Tactical Marines and the like. The disruption they can give you is also really useful. I guess the role of the Seer Council is to deliver that extra amount of damage in melee against infantry. They're similar to Banshees, just later in the game with a bit more health. If your opponent has a vehicle or two, don't get them. If your opponent has a couple of Tactical Marine squads with no signs of a vehicle coming soon, then get them if you can afford them.

As for Fire Dragons and Dark Reapers. I never get Fire Dragons, so I'm afraid I can't offer any advice on them. I find I get bled too much from them, and I often have other things that can deal with vehicles. Dark Reapers on the other hand are great. They do good damage against all infantry types, but especially good against Heavy and Super Heavy Infantry, so that means Termies. Their on-demand suppression is fantastic, and the disruption ability they have is also good. If I've lost a Dire Avenger squad and have adequate resources, I prefer to get Dark Reapers to replace them instead of more Dire Avengers. Like Tex said, if you're feeling a bit low on units then Dark Reapers are a good all-round choice. You keep them parked near the back of your army to dish out damage whilst taking none, all the while being able to suppress and disrupt on demand. As far as their upgrades go, I get all three as soon as I can. First their Aspect, then the Exarch, then the missile launcher upgrade.

I get the Suriken on my Wraithlords most of the time, unless I feel like I'm really behind in tech. If you've suffered a few gen bashes but still want a Wraithlord, it's probably a good rule-of-thumb to give it a Brightlance.

Falcons are another tricky unit. They're not as good at being a transport as the other factions transports are, purely because Eldar infantry is as fast as the Falcon is. But in terms of damage they're the best. They do damage against everything, which is nice. A Falcon combined with upgraded Banshees or a heavy melee hero can actually be quite a nice buffer against vehicles, I've even taken down my fair share of dreads and Wraithlords with a heavy melee WSE upgraded shees and a Falcon. I don't often get them in T2 because they're incredibly hard to keep alive, but I do get them quite often in T3. This is because their energy shield upgrade makes them one of the most difficult things to kill in the game, and a difficult thing to kill which is able to reinforce Banshees and Seer Council on the field can be incredibly powerful. In terms of their transport capability, you can use them to drive your Banshees and/or Seer Council into the enemy army completely unharmed, which is exactly the state you want those units to be in.

As far as keeping Wraithguard out of melee, the hero you play as plays a large role. WSE with Entangling Web is perfect, and Farseer with Gravity Blade is also good. For Warlock I'm not too sure, perhaps Warp Throw enemy units away from the Wraithguard, given that I don't think they're affected by Warp Throw? I think their Warlock squad leader might be, but Wraithguard themselves aren't? Someone correct me if I'm wrong.

One of the biggest bonuses to the Autarch are here passive buffs. If you combine the passive buffs of the Autarch with the passive buffs of the Seer Council, then you can get a really powerful melee blob of shees + Autarch + Seer Council. When it comes to fighting with the Autarch, you want to keep her out of the initial second or two of a fight, then have her jump into your shees and Seer Council, seeing as the jump heals and provides even more buffs. She can be very useful in 3v3, her fast speed can make her a very good ninja capper. Not many people use the Melta, it seems to be overshadowed by the Spear. In any case by T3 hopefully you should have adequate AV to make the Meltagun unnecessary.

You want D-Cannons as far away from the fight as possible. Right at the back of your army. They shouldn't miss, given their instant projectile travel time. I find them to be better against squishy units like Orks, Nids and IG, purely because of the Singularity ability. Couple Singularity with WSE's Phase Shift, Farseer's Time Field or Warlock's Warp Throw and that can inflict massive damage on squishy armies.
FiSH
Level 3
Posts: 335
Joined: Wed 27 Mar, 2013 9:11 pm

Re: Eldar advice

Postby FiSH » Sat 22 Feb, 2014 5:20 pm

i like falcons when:
1. i have 2+ dire avengers on the field (although i prefer WL here) , or
2. i have warp spiders and aspect of strength banshees with exarch, (bait enemy vehicle like WL, BC, so forth with falcon, isolate the enemy vehicle, pop out from falcon, kill it), or
3. i am fighting enemy transport (imo this is where falcon shines), or
4. i'm playing FS (alongside spirit stones), or
5. i want mobile WG (unlikely build however, because it's usually more efficient to play defensively alongside shuriken)

i think it only costs 360/90 now, which is nice (not 100% sure, but definitely not too expensive)
><%FiSH((@>
Lesten
Level 2
Posts: 75
Joined: Sat 21 Sep, 2013 1:54 pm

Re: Eldar advice

Postby Lesten » Wed 26 Feb, 2014 12:05 am

Hmm... I'm answering my own thread. But I'm gonna pretend I know what I'm talking about and answer Lichtbringer...

Lichtbringer wrote:Seer Council. When should I get it, how should I use it then? Against which enemys is it good, against which bad? Which fights does the SC win?

As a Farseer I almost always only get them from the global bar, rarely think they're worth it otherwise, and only when the enemies have few or no vehicles or units/abilities that can control them.

Lichtbringer wrote:Darkreapers are a mysterium for me :D What I hear is that they do generally good damage, and their surpression is usefull? Also they are good against termies? Or should I rather get Firedragons against Terminators?

I've learned that they're pretty good vs most infantry, but excel vs heavy and super heavy infantry. Suppression ability is good, but because I'm lazy and not very good, I usually don't get the tempest launcher unless I have a lot of resources (I forget to use it anyway).

Lichtbringer wrote:Wraithlords, I am not totally sure when to get the Shurikencatapult.

I only get the bright lance if I badly need another AV source - it's a bit unreliable as often fires on the wrong unit while moving. The shuriken in all other cases (might be prudent to wait with the upgrade sometimes).

Lichtbringer wrote:I almost never get Falcons, because when I have that much power I rather buy a WL most of the time. When should I build a falcon? I almost never use the transport capability of the falcon if I build it. Any tipps here?

Lately I've really taken a liking to the Falcon. I think they're pretty great in many match-ups - they deal decent damage and will reinforce units on the field, though they can be hard to keep alive through T2 (don't lose track of it!). But I've actually had a few games where I ended up with high-level Falcons at the end even if I got them in T2. It helps playing the Farseer so I can use Guide and Fortune on it.

Obviously you need at least one Dire Avenger squad to keep it alive. If you know you're opponent has strong AV, then don't get a Falcon (or I guess any vehicle). They die in a flash to teleporting heroes/units with snares or heavy melee (like the force commander or warp spider Exarch).

Lichtbringer wrote:D-cannons?

Try to protect it with shuriken platforms or maybe banshees? I mostly get them vs big blobs of slow enemies. They do pretty well as an additional AV source too, so if I'm in T3 I'd rather get a D-cannon than a new brightlance platform if I can afford it.

Lichtbringer wrote:Edit: Oh, and what works best against ASM?^^

Man, these guys can be a hassle. Banshees I guess would be the obvious answer, but a good SM player will have his ASM supported so your banshees will just bleed. Rangers are decent. Dark Reapers if you're in T2. Vehicles too obviously.

I usually try to get my Dire Avengers and Rangers to focus down his scouts before they shotgun blast the banshees and the ASM have free reign.
If Apothecary: focus him down! Only chance you got (and it's a slim one).

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