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Eldar Post Patch

  1. #1

    Eldar Post Patch

    With the nerfing of the Falcon tank and Guardian's battle gear I was just wondering what will be the effective tactic for eldar players to use?
    My World Your Hell

  2. #2

  3. #3
    It seems guardians and falacons are not as reliable....specially falcons.

  4. #4
    It's not that guardians aren't as reliable but that warp spiders aren't useless anymore. Now there's actually a place for WS, so we don't need to rely as totally on guardians to carry the game from T2 onwards.


    At least that's how I see it. As for Falcons, they weren't reliable pre-patch - they were overpowered.

  5. #5
    I think the shiled nerf was needed, but the path finding for falcons is also a problem here IMO. If they were as mobile as they should be....they would not ever need a shield in first place :S

    Is godo to see WP being used now tho.

  6. #6
    Path-finding sucks for all vehicles though. :/

  7. #7
    I agree with Todehy. Path finding sucks for all vehicles, but the Falcon was surprisingly (one of) the slowest of them all. Vehicles like the Fire Prism were brittle for all the wrong reasons (not reacting properly). For the price and lack of durability of those vehicles Eldar gets screwed more when the pathfinding messes up.

    They really need to increase the reaction speeds on the grav tanks. I don't care about durability or max speed, now it feels like kicking a big fat sleeping dog to roll over.

  8. #8
    3x Guardian -> WS. viable for all commanders!

  9. #9
    shishou
    Guest
    Still need to test out 2x Gu, 1x Ranger -> WS but for now as Steiner said; 3x Gu -> WS

  10. #10
    Member
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    Quote Originally Posted by SteinerNein
    3x Guardian -> WS. viable for all commanders!
    Tried this today. Still vulnerable to ASM, but early vehicle is not a big problem...

  11. #11
    Member Milkshaker's Avatar
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    Tried this today. Still vulnerable to ASM, but early vehicle is not a big problem...
    Does it kill a razorback/ trukk instantly then? or do you have to wait for the nade to recharge?
    Do you see the darkness? Embrace it!

  12. #12
    This is theoretical, but one haywire and three nades are probably enough to destroy an early vehicle .

  13. #13
    So far I have real great success with using warp spiders. With two squads I can tear through most infantry and use haywire to disable and damage vehicles.

  14. #14
    I have just finished a few hours on DoW2 with my Eldar and have done pretty well while utilising Warp Spiders! I thought I'd come on here and mention a few things. Unfortunately I have quite a few losses to my name, mainly due to mis-matching with less experienced team mates against very experienced opponents.

    Anyway, today I had some more victories, and the only losses were either VERY close or because my stupid wireless internet disconnected (I swear that happens when my computer gets warmer! :S ).

    Anyway, I digress. I'm liking the Eldar post patch more than I did before, and I think it's mainly down to Warp Spiders. It's a shame about all the nerfs, but we'll see what the next patch brings. Basically today, I've been using Warlock (as usual) with 2 x Guardian squads and a Shuriken Cannon platform to start with. This cannon either supports the Guardians or holds a VP, depending on the map. Once Warp Spiders have come out, I've always gone for one upgraded squad, then saved for heavier stuff. Admittedly it's helped having team mates today who could play, but having a firebase of 2 x upgraded Guardian squads firing, with the Warlock disrupting in combat, possibly the SC plat has been fantastic, and then when the WS warp behind them in cover, then Bob's ur uncle and Fanny's ur aunt - you have yourself a lot of dead bodies! hehe

    Now I know this all seems like normal tactics for Eldar, but I've had great success with Warp Spiders. They can really turn the tide of a fight, and are excellent at taking out that Devastator Squad or Ranger squad that's in that difficult area. I have had the haywire grenades not do anything sometimes though. Not great when you need that Ork dreadnought out the way so you can shred their infantry!

    For the newcomer, don't send ur WS too far away, and ALWAYS teleport them into good cover which has an escape route. Mind the distance so you have time to warp out if you get charged. Remember, if they freak out and send everything they have at your WS squad, thats when your commander and Guardians can sneak in and take the VP while the WS give them the run around!
    GFWL: Bhazakhain

  15. #15
    Member
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    Quote Originally Posted by Milkshaker
    Does it kill a razorback/ trukk instantly then? or do you have to wait for the nade to recharge?
    HG and 3x emboldenades will get very very close, if not outright destroying a damaged vehicle.

    Depending on how you order things, with WSE you can immobilize a vehicle for a very long time with either entangle/phase then HG as the effect expires.

  16. #16
    Member Saunders's Avatar
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    Oct 2004
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    Simsbury, CT
    starting GU - plat - GU - banshee - GU gear x2 - tech up - ??? - profit

    I am finding more and more that banshees are crucial for those ASM/warrior rushes.
    DoW II - Saunders
    CoH - CommanderNewbie

  17. Dawn of War II Senior Member  #17
    My Knob has 0HP! Vintage's Avatar
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    I play Eldar the same way I did before the patch, except if I am playing Orks I will get a WS squad because they are amazing against orks.
    The true mind can weather all the lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.

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