eldar FS t1 problem

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jambi
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eldar FS t1 problem

Postby jambi » Mon 18 Jan, 2016 10:28 am

Simple question, how does the FS deal with TM or PC turret in t1? Particularly teamgames in a lane where simply avoiding it or flanking it is not an option.
For example on the top or bottom lane on argus desert gate.
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Sturnn
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Re: eldar FS t1 problem

Postby Sturnn » Mon 18 Jan, 2016 12:15 pm

On the top lane where is one of the VP it your midlaner should be able to help you. On the bottom, just switch lane and put preasure some where else. This way you will force him to make a move - you can lose ur gen farm but then with our team you should be able to punish their economy also.
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egewithin
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Re: eldar FS t1 problem

Postby egewithin » Mon 18 Jan, 2016 1:54 pm

There is no other option then a flank. Only Warlock can hande it wîthout a flank. Even WSE group teleport is a flank. Otherwise : Ranger infiltration to dodge it and run behind of it. Or, if you have enough DR's, fleet to it and grenade on it. Not sure if 2 of them are enoguh to take it down but it works on IG lasturrents.

Yeah, one of the few weak points of Eldar. :)
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Sturnn
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Re: eldar FS t1 problem

Postby Sturnn » Mon 18 Jan, 2016 2:18 pm

Basicly, as name of the mode says: teamgames are about team play. If you strugle with sth other player should help you.
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Nurland
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eldar FS t1 problem

Postby Nurland » Mon 18 Jan, 2016 3:06 pm

You need 8 grenades to destroy a heavy bolter turret.

Lasturret has its own armor type which makes it more susceptible to nades.
#noobcodex
Thunderhost
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Re: eldar FS t1 problem

Postby Thunderhost » Mon 18 Jan, 2016 4:36 pm

One word - Holofield
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Asmon
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Re: eldar FS t1 problem

Postby Asmon » Mon 18 Jan, 2016 11:37 pm

One sentence: turrents can detect with decent radius (15 iirc).
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Indrid
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Re: eldar FS t1 problem

Postby Indrid » Tue 19 Jan, 2016 8:27 am

Avoiding is usually a decent option on Argus. Be defensive with shields etc and hold your power, use mobility to push mid. Prod and poke without overextending. Wait for Wraithguard. If they are actually camping your power with the turret, call for help.
Thunderhost
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Re: eldar FS t1 problem

Postby Thunderhost » Tue 19 Jan, 2016 10:31 am

Asmon wrote:One sentence: turrents can detect with decent radius (15 iirc).

I believe you're right that turrets detect, even if the radius might be smaller. It doesn't stop you from getting, for example, banshees into melee range and taking down the turret with minimal casualties. Barring support obviously
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HansMoleman
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Re: eldar FS t1 problem

Postby HansMoleman » Tue 19 Jan, 2016 11:57 am

Usually you'll need at least 1 shuri/ shield around a 45 power investment so that you don't lose gens/map control until you fast tech to T2. You really need to rely on that Brightlance's long range or another AV unit like WG. Use gates from FS to get out of ur base too. Small WL tip though, sometimes 1 imolator is not enough to kill the turret if nearby repairers are there even with a kinectic shot. If ur desperate, you can activate Imolator on the turret, immediately grenade ur WL causing KB and canceling his animation so when he gets up he will toss a 2nd imolator .(Good vs Beacons)
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Dark Riku
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Re: eldar FS t1 problem

Postby Dark Riku » Tue 19 Jan, 2016 6:13 pm

Dat bug abuse, doesn't seem fair -.-
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Asmon
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Re: eldar FS t1 problem

Postby Asmon » Tue 19 Jan, 2016 6:45 pm

It requires quite a good timing though. The animation has to be almost played entirely before kb occurs. Still I don't approve.
jambi
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Re: eldar FS t1 problem

Postby jambi » Wed 20 Jan, 2016 11:26 am

Thanks for all your replies. Seems holofield would be the only option if flanking or avoiding is not an option.
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Re: eldar FS t1 problem

Postby Thunderhost » Thu 21 Jan, 2016 4:09 pm

Jambi, I just tested it under lab conditions. Turret vs banshees under holofield. Id does require proper placement and you will most likely suffer a few model losses. It is vital not to attack the turret but to move up to it and then attack. Otherwise the banshees will shoot at it on their way in and be obliterated/suppressed.
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Re: eldar FS t1 problem

Postby Rataxas » Fri 11 Mar, 2016 9:42 am

Nurland wrote:You need 8 grenades to destroy a heavy bolter turret.

Lasturret has its own armor type which makes it more susceptible to nades.



wut :> ?
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Nurland
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Re: eldar FS t1 problem

Postby Nurland » Fri 11 Mar, 2016 5:47 pm

Ppl were talking about killing TM/PC turrets with nades. You need quite a few nades to kill those turrets. IG Lasturrets have their own armor type which makes them more vulnerable to nades.
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Metal C0Mmander
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Re: eldar FS t1 problem

Postby Metal C0Mmander » Fri 11 Mar, 2016 6:29 pm

So on a rellatively similar subject, any tips on how to deal with then as tyranids. Yeah I know flank them, fight somewhere else or get some teamate to help you but sometimes none of these options are available to you.
Last edited by Metal C0Mmander on Thu 07 Apr, 2016 8:26 pm, edited 1 time in total.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Crewfinity
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Re: eldar FS t1 problem

Postby Crewfinity » Fri 11 Mar, 2016 6:30 pm

Metal C0Mmander wrote:So on a rellatively similar subject, any tips on how to deal with then as tyranids. Yeah I know flank them, fight somewhere else or get some teamate to help you but sometimes none of these options are available and you.


Just win in the first 5 minutes with spore mine bullshit ;)
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Re: eldar FS t1 problem

Postby Deflaktor » Sat 12 Mar, 2016 5:30 am

If you face off against a TM your number one objective is to stall for time and force him off to base as much as possible. Mindwar is a good option.
Once he has his turret up you cant do much. Your best option is to stall for time with shields and staying behind cover to defend your power. It is important to not even try to approach his turret.
If he sets up a turret at your gen farm, then you need to completely abandon your gen farm and immediately put up new power nodes somewhere else, even in remote locations if necessary. Defend it then along with your ally.

There is also one trick: You can put up a webway gate in front of the turret, it will hinder it to shoot in a very narrow arc. Outside this arc it will shoot normally at you so be careful in doing that.
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Re: eldar FS t1 problem

Postby Thunderhost » Thu 31 Mar, 2016 9:10 am

Metal C0Mmander wrote:So on a rellatively similar subject, any tips on how to deal with then as tyranids. Yeah I know flank them, fight somewhere else or get some teamate to help you but sometimes none of these options are available and you.


HT can tank, RA tunnel, LA is LA. You've got raveners at your disposal. And sporemines..
Metal C0Mmander
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Re: eldar FS t1 problem

Postby Metal C0Mmander » Thu 07 Apr, 2016 8:43 pm

Thunderhost wrote:
Metal C0Mmander wrote:So on a rellatively similar subject, any tips on how to deal with then as tyranids. Yeah I know flank them, fight somewhere else or get some teamate to help you but sometimes none of these options are available and you.


HT can tank, RA tunnel, LA is LA. You've got raveners at your disposal. And sporemines..

What? Sporemines don't do shit vs building armor and even if they did they would lose 3 models getting shot by the turret while trying to get in range. Hive Tyrant and Lictor Alpha can get to the turret sure but they don't do enough damage to it before the techmarine can respond and force them off until T2. Yeah raveners can help a bit but only if you give them devourers. I often tried doing it with ravener melee and it really doesn't work. Meanwhile the ravener Alpha can indeed use is tunnel the get the whole army to flank the turret but sometimes you can't put a tunnel behind it or one of your units fuck up, gets shot and gets your whole army supressed.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.

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