View Full Version : I am getting destroyed
Sin Fang Bous
3rd Mar 09, 10:39 AM
3v3 isn't all bad, I can hold my own there...
But 1v1 is another story. I just lost about 5 games in a row, and they were all lost within the first few minutes. Obviously I'm doing something wrong here.
I typically build a guardian squad right off the bat and send my initial squad and my commander off to capture the nearest VP. The 2nd Gu squad will be capturing a power node while this is happening.
So here's where I'm scratching my head. I feel like by the time I've done this, my opponent has capped more than I have and is already throwing squads into my face and destroying my guardians. I've noticed using the Warlock really helps in the early game but I prefer using the Farseer for her buffs and debuffs. I generally give one of my Gu squads nades right off the bat, and then give my FS Doom to dish out some extra damage.
I have particular problems with Orks, their numbers are just too much. I get swarmed so easily and one wrongly placed nade means it's all over for me. SMs seem to get torn up by Banshees, but two SM players spammed tacs and unfortunately I couldn't find a way around this do to losing too much early on.
3rd Mar 09, 11:18 AM
There's your problem. Farseers rarely work in 1v1. Doom is good, and so is guide, but immolate and warp throw are so much better.
I usually go guardian guardian if I play vs. orks or nids for nade spamming and general mobility. The key is to run him around the map and try to not let him cap. And remember that you don't always have to finish capping. He might not give you enough time for that. Aggressively de-capping his points behind his lines is always a good strategy.
I have particular problems with Orks, their numbers are just too much. I get swarmed so easily and one wrongly placed nade means it's all over for me.
That's the way Eldar works. Don't screw up with your nades. If you do, might as well mash retreat. Also - try to make him waaggh! early with his sluggas.
two SM players spammed tacs and unfortunately I couldn't find a way around this do to losing too much early on.
FoF is key. Nade, kill one member, FoF away. Unfortunately, currently, the most reliable way of beating SM is to hit and run his tac squads effectively early game and let the pop cap bug catch up with him mid-late game.
Farseer is actually becoming a very popular commander choice at high levels of 1v1 play right now. Fortune and Doom used in conjunction with Banshees is a killer strategy.
If you're doing a pure Guardian build, then you need four squads. Three is not enough. You can use less Guardians if you incorporate other elements, such as a platform, Banshees or even Rangers. There are many options to choose from.
It's difficult to give specific advice without seeing a replay. Post one up in the Battle Archives.
Sin Fang Bous
3rd Mar 09, 11:59 AM
Alright, I'll get together some replays and post em in a bit.
I've been trying to go round with a Farseer, Banshees and a Falcon. It kinda seems to confuse people and they don't know who to go for, so they end up getting railed on by either the Falcon or the banshees...
4th Mar 09, 1:53 AM
I think I was on something like 14 losses and 6 wins when I had played my first 20 games with Eldar! I've never heard of anyone picking them up easily.
Why are you sending both your commander and first squad to cap the nearest VP? There are so many things wrong with that, I don't know where to start.
First off, capping VPs early is utterly pointless as they're worth absolutely NOTHING until the ticker reaches zero. They offer you no benefits until the end of the game and the same time investment made to cap a VP could be used to cap a req or power point which actually benefit you right off the bat.
Second, sending TWO units to cap one point is just plain silly. If you're worried about being harassed and forced off the point, just move the capping squad away and into nearby cover to fight the harassing squad. If they're harassing you, it means they're not capping. Harass them back or keep capping with your other unit.
They are capping more than you because, simply put, they are. A capable player will be capping the two closest power and req points (two req points with some builds) ASAP, sending their commander into the middle of the map and squad either into the middle to help harass or into the far side to keep capping. You're marching up to the middle of the map straight away and are most likely meeting an angry commander charging at you towards the end of your capping cycle.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.