Eldar Main Guide
So you have choosed the eldar...or the eldar has choosed you?
In any case here you have some guidelines to approach this amazing race.
I have increased my own knowledge writing this guide and sharing it with other eldar and non-eldar players.
I hope that this will be useful in the same way for the readers.
Eldar Units
Units:
BS: Bonesinger cost req45-cap none, your builder unit ). Max number available is 4, the bonesinger has the ability to teleport herself. She can also use a spell called “Wraithtomb” (cost req50 pow25) that stop the production in the enemy’s buildings for 30 sec, this last ability should be researched in the HQ.
GU: Guardians-cost at start size of 4 req130-reinf. cost req30-cap 2, your core and tier 1 unit. They seem so fragile, but once upgraded with a Wl (Warlock cost req55 pow15) they reach an amazing level of firepower.
The Wl can be upgraded with the Mysticism (cost req150 pow75),which can be researched in the HQ. They will receive a new weapon which is amazing in close combat, an ability that increase the overall morale of the squad, and the entangle spell that can glue the enemy troops on the ground for around 7sec.
In tier 2 they can be equipped with plasma grenades (cost req 25 pow75) available in the HQ.
RANGERS:Rangers - cost at start size of 4 195 req - reinf. req65 - cap 2 ,the break morale/scouting troops of the eldar. Pretty useless actually, the dps is good but they have a too long reload time and are too fragile. They can be procured in your AP (Aspect portal) but they don’t require an aspect stone. Infiltration ability should be researched in the AP (cost req50).
ASPECT WARRIORS:
Every type of aspect warrior needs a stone researched in the AP to be produced.
Shees: Banshees-stone cost req50-start size of 4 cost req200-reinf. req 50 each - cap 2, close combat unit available since tier 1. Amazing close combat unit with a huge morale breaking effect. The Banshee exarch (cost req80 pow25)is a kind of close combat monster. A Shees squad with an exarch can easily handle every close combat tier 1 troop. They are also excellent against Listening Points and power generators.
In tier 2, once built the SS (Soul Shrine) you can research the COW (Call of War - cost req100 pow100) upgrade. This upgrade will give a most powerful weapon to the Banshees (with a very nice graphic effect), increased speed in charge, more hp and an ability that quickly break the enemy’s morale. Banshees with cow can handle every tier 2 close combat unit.
DR: Dark Reapers - stone cost req50 - cost at starting size of 3 req 210 - reinf. cost req 70 - cap 2, shooting infantry. The mass of dark reapers is one of the most abused tactics for the eldar actually. With a very high hp, long range, fire on move and good dps the DR are a very good choice to annihilate your opponent in tier 1.
But remember that they become obsolete very soon against the tier 2 units.
The exarch (cost req 80 pow 30) is a good choice but only if you are dragging the battle in a long tier 1 fight.
FD:Fire Dragons - stone cost req50 - cost at start size of 3 req 165 pow 30 - reinf. cost req55 pow10 - cap 2, antivehicle unit. Available in tier 2, excellent against vehicles and buildings, totally crap against the troops. Never make the mistake of shooting with FD against troops, the dps is very close to 0, way better to use them in close combat and tie up the enemy’s shooting troops… but this is an extreme solution…
Very effective with the exarch (cost req 75 pow20) add on.
WS: Warp Spiders - stone cost req120 pow30 (and long time) - cost at start size of 4 is req240 pow60 - reinf. cost req60 pow15 - cap 2, anti infantry/vehicle warriors. Available in tier 2.5 (once built the Support Portal), this is your last infantry choice. Warp Spiders are really powerful against every type of infantry, if frequently upgraded during the tiers with armour and accuracy researched they can also defeat tier 3 troops and uber units. They can be also upgraded with Haywire Grenades (cost req50 pow100), but they should be researched in the aspect portal after MFW.
WS have also the amazing ability of 2 teleports, rechargeable.
Exarch (cost req100 pow25) has a huge amount of dps which increases once MFW is researched.
HEAD QUARTERS
FS: Farseer - cost req240 pow80 - cap 1, give her the property of your life. Is your main hero, probably the best hero on the game. Fragile in hp, the FS needs to be microed to be kept away from other heroes, she has at the start 3 amazing spells.
Psychic Storm: hits the enemy troop's hp, if launched on the ground it will affect all the units in the area of effect. If launched on a single unit it will affect the members following them if they also move.
Guide: gives to the selected unit (yours) a boost accuracy that greatly increases overall dps.
Mindwar: hits a single unit on a squad or a commander etc… It does around 320 hp overall damage, can halve the hp of the heroes,or instantly kill a commissar hidden in a squad ecc…
You have another spell to research in tier 2 :
Eldritch Storm ( req250 pow25): a more strong soul storm.
And an ability:
Fortune (cost req200 pow50): give to the close units more hp.
and two upgrades for the health:
Veteran Farseer lvl 1 cost req100 pow25
Heroine Farseer lvl 2 cost req125 pow50
To close the description I can add that the FS if well used can really change the destiny of a battle. A tip: try to exploit at the max level the huge ko effect that the FS have.
SC: Seer Council - cost at start size of 3 req240 pow150 - reinf. cost req80 pow50 - cap 2. Starting from a size squad of 3 in tier 2 and upgradeable up to 9 members, the SC can be a real pain in the general enemy plan. They are a close combat unit, very strong and fast in the hard duty to kill every opponent.
The FS can be grouped with them, receiving a boost to the hp healing.
The SC can be upgraded with the Mysticism researched in the HQ. Mysticism (cost req150 pow75) increases the dps and give an ability that increases the morale of the squad.
It increases the recharge rate for the Farseer's spells, and the individual members are often using their knockdown attacks.
AVATAR:Avatar cost req400 pow400 - pop 5. Your uber unit. Available in the last tier, the avatar himself is not a great warrior (omg I hear some strange sounds from downstairs!) but gives to your entire army a boost:
He reduce all the production time of the buildings.
He increase the morale, and the accuracy of troops close to the Avatar.
He increases the population cap for infantry from 20 to 24; for vehicles from 20 to 30!
For this last reason a lot of eldar players tend to keep the Avatar hidden in the base.
Only the FS and the SC can reveal cloaked units.
Eldar Vehicles
VEHICLES
Like aspect warriors you will need to research a stone to produce vehicles from the Support Portal . Except for the first vehicle available…the powerful:
FALCON: Falcon cost req150 pow150 - cap 2. Transport vehicle is the official description, but the intelligence department (Ordo Xenos) was understaffed on these days… The Falcon is an amazing choice for an early anti infantry vehicle. It starts with a double shuriken rifle and a brightlance on the turret. The brightlance is a standard av/ab weapon, but the Falcon can be upgraded with a starcannon (cost req30 pow20) that is an excellent infantry killer.
He can also do two jumps allowing for many nice tactics. Can transport troops.
VYPER:stone cost req75 -1Vyper cost req115 pow95 - cap 2. The “?” vehicle on the army, requires a stone, cost less than a Falcon and have less hp. He starts with a starcannon and a double shuriken rifle and can be upgraded with the only missile launcher (cost req30 pow25) in the eldar army. Basically the Vyper fulfils the Falcon's role but with less efficiency. He has a 2 jumps too.
WL:WraithLord - stone cost req50 - 1WL cost req100 pow250 - cap 2. The eldar walker. Amazing vehicle with multiple roles. He starts with a starcannon,2 close combat weapons and 2 heavy flamers, this makes the WL a good infantry disruptor. The WL can be upgraded with a Brightlance (cost req30 pow75) that have way more dps than the Falcon one. Also if a little bit expensive a WL with a Brightlance is a veh/build killer with no comparison in the entire game (maybe sentinels…).
FP: FirePrism - stone cost req100 pow50 - 1FP cost req150 pow315 - cap 3. A nightmare for the community… The Fire Prism is the most powerful unit of the game, available in the last tier, huge ko effect, large area of damage, no friendly fire, 1 jump and a strong hp.
What we can add? Usually,if the eldar also has their FP after all the other uberunits (Termies, posseded ecc…), when the first prism pop out the game turn is a “90% win for the eldar”.
PLATFORMS: Built from the Webgates in tier2, you can produce 2 kind of plats
1)Shuriken (cost req140 pow60), good against infantry
2)Brightlances (cost req140 pow105), good against veh/bui
We need to say about plats that they are a little bit underused. This fact is done by the redundancy of the plats compared to more efficient units: the falcon starcannon and the WL brightlance. They are also slow to build and they probably cost too much if analysed in the overall view. They can be attached to several aspect troops and then transported via webgate but they limit too much the manoeuvrability of the attached squad.
They have an antigrav ability that can be compared to FoF
[B]Shuriken and Brightlance Platforms have Heavy Infantry Armour Type, but they Use 1 Vehicle Population point.
…to be honest 30 brightlances are still a problem but they requires too much time…
Eldar Buildings
THE BUILDINGS
WA:Webway Assembly req560 pow200 - 2nd req760 pow400: your HQ, here you can purchase troops like BS,GU,SC; research abilities like Mysticism,Wraithtomb,Fleet of Foot.
AP:Aspect Portal req100: your barracks. Here you can produce Rangers,Shees,DR,FD,WS,FS,Avatar and researches like the WS Grenades (After MFW from the SS).
SS:Soul Shrine req250 pow200: is where you research all the main abilities for the Eldar race like:
CoW, Optics (cost req100 pow50),Armour (cost req100 pow50), Upgrades for the FS health, Fortune,Eldritch Storm,
Once researched MFW (Mobilization For War, requires a support portal and req400 pow300) you can research optics2 (cost req150 pow100),armour2 (cost req150 pow100), and ATE (Annihilate the Enemy cost req400 pow400) that lead your techtree up to the last tier (so Avatar and FP)
SP:Support Portal req200 pow100: Is where you produce all the vehicles and a research: Holofield (cost req75 pow125), increase the hp of each vehicle.
WebGates req100: the little arcs are one of the typical aspects of this race. They have multiple functions:
1)They grow your population cap.
2)They allow you to move all the infantry troops from a webgate to another one.
3)They can produce (once the SS is built) Shuriken Cannon and BrightLances platforms.
4)They can hide the closest buildings once researched the Shroud ability (cost req200 pow200).
5)They can heal your troops once researched the “Healing” ability (cost req100 pow25),the effect is cumulative, so 10 webgates do 10 x heal
6)They can relocate your buildings near another webway once you have researched the “Relocate” ability (cost req200 pow200).Note that also if shroud is activated the teleporting building will be visible for some seconds.
7)They can let you alive because they are “producing buildings”, according to the annihilation rules.
8)They give an extra area of construction.
9)They can be built everywhere, allowing some tricks regarding BS teleportation, buildings relocation or sneaky and unexpected attacks from the rear lines.
TURRETS: They can be built everywhere (mostly due to the construction area gift from the gates) and can be shrouded.
The anti infantry is a good defensive weapon but too fragile.
Once upgraded to D-Cannon the turret acquire a large area of damage and also a huge friendly fire building damage, so basically an HQ covered by too much D-Cannons can be destroyed by the same defences if the enemy keep near the HQ one unit.
Same tactic can be used to destroy turret farms of D-Cannons:
jump a WS squad in the middle of the farm, trying to destroying your WS the D-Cannons will destroy himself.
Eldar Tech Escalation
TECH THREE STEPS
This is basically how to grow up your tiers (the last description is the step to grow up to the next tier)
TIER 1
Webway assembly, Aspect Portal, Soul Shrine
TIER 2
Support Portal, MFW research in the SS
TIER 3
ATE research in the SS
TIER 4
Avatar (this dont give you new technologies options but just the cap bonus)
You can find the units available in each tier reading the previous descriptions.
Eldar Basic Build Orders
BASIC Build Orders
TIER 1 rush/harass with Farseer
-1BS build AP and a Gen
-cue in WA 3 GU
-once 1st GU is out go harass upgrading the squad with 1 Wl + 1 or 2 more guardians
-once 2ndGU is out cap one point and go to support the first guardian
-once AP is built, produce the FS
-research your aspect stone (DR or Shees)
-3rd GU cap all the points and then go to support the other troops
-once the gen is finished research FoF and build one or two Listening Points
-Once FS is finished send her in the battle and produce one or two aspect warriors squad
-Tech to tier 2
TIER 1 rush/harass without Farseer
-1BS build AP and a Gen
-cue in WA 3 GU
-once 1st GU is out go harass upgrading the squad with 1 Wl + 1 or 2 more guardians
-once 2ndGU is out cap one point and go to support the first guardian
-once AP is built, research your aspect stone (DR or Shees)
-3rd GU cap all the points and then go to support the other troops
-once the gen is finished research FoF and build one or two Listening Points
-Produce from 2 to “4” aspect warriors squads
-Tech to tier 2
The choice of the aspect troops will determine the use of the guardians, Banshees requires guardians like firepower; DR MAY requires guardians as tie up units.
EARLY TIER 2 RUSH
This BO is the fastest way reach the tier 2 WITHOUT an early Slag deposit.
-1st BS cue AP and 2 Gen
-cue 2 BS and 2 GU in the WA
-2nd and 3rd BS build the 2 generators and the 1st BS help once finished the AP
-2GU cap points
-once finished the first set of buildings build the Soul Shrine.
This will give you the tier 2 around at the 2nd min of game… from there you can:
-Build the SP and have Falcons around 3.15 min
-Research COW and run to Banshees + FD
TURRET RUSH BY DRYDEN
1) teleport 2 BS to outskirts of "enemy" territory where 1 turret (or 2 close turrets) can shoot 2 points.
2)Build WG, 1 turret, AP. Start building asp.squads or FS (if you have power for 2nd turret and FS)
3)While steps 1 and 2 are done, build 2-3 Gu to cap your points. Build 3rd (may be 4th) BS to have the BigGen or 1-2 gens. Slowly build LPs.
4)After AP build 2nd turret in "enemy territory". Enemy cappers will die trying to stop you and enemy hero will come. If you manage to build a second turret then you'll be able to kill his hero.
Now you have an economic advantage and you can move to falcs\WLs, or just DR\shee spam.
Eldar vs Space Marines Guidelines
SPACE MARINES “THE ASTARTES HUMANS”
for a quick reference to this race - Akranadas SM Guide: http://forums.relicnews.com/showthread.php?t=91828
Space Marines are one of the minor problems for Eldar. Basically they can be countered in each tier, is important to rush them quickly, possibly in tier 1, avoiding the production of Assault Marines and the Plasma Pistol for the Commander.
A classic Tier 1 rush will give you a drastic advantage, the first target for your harassing Guardian squad with Warlock will be the most advanced capping scout squad. The objective is to slow down the capping and possibly kill one or two scout squad and/or the builders.
If you find 2 or 3 scout squads not reinforced (2 members) you can also handle all the 3 squads. Let the GU squad firing (possibly in cover) and fall back to the upcoming 2nd GU + FS only if:
-A scout squad engages you in close combat
-A SM tact pop out
-A Force Commander pop out
-One or more scout squads are upgraded
In this case fall back and wait your reinforcements. Always keep your advantage, eldar are done to fall back, waving with FoF.
[SM] ASM COUNTERS
If nobody comes to help the first scout squad , probably the marine is running to an early ASM BO.
Try immediately to kill the builders. You will not find a great resistance so overwatch your squad and force the entrance of the base to kill the builders.
If the armory is already built leave the base and start to produce aspect warriors.
In this case DR will give you a micro hell and you will need to over number the ASM squads. Banshees will be easier to handle and they will be good to a COW upgrade in tier2, but to be effective against Asm they will need an exarch, and this implies a power production.
ASM are the major danger for the eldar from a SM, because they are easy to spam and don’t need micro to be effective. Try always to prevent this BO spotting the enemy base with your harass troop.
[SM] TACT MASS COUNTERS
Another army setting that you can fight is a mixed firepower composition: 2 or 3 squads of scouts + 3 tactical squads + FC.
In this case you will see a tactical squad running to help the first scout squad.
What to do now?
Fall back, avoid the double fire, scout + sm, wait the 2nd GU+FS, overwatch the guardians and rush.
Engage the most dangerous firing troop with the FS and focus the double guardian on the other squads. Remember that the double guardians will kill EVERY enemy squad, due to the superior status of Guardians+Wl > every tier 1 troop.
During this rush research an aspect stone and send the aspect warriors asap.
DR are a real good choice in this case, but be careful at the tier 2 because plasma and heavy bolter will just exterminate your reapers.
You can also find as helper of the first scout squad an early FC, this is your lucky day… FC at tier 1 is not too much dangerous, so cast all your FS spell and kill first the commander and then the troops… avoid for the first time the Commander in close combat with the FS, when the hp bar of the FC become yellow attack him on close combat keeping focused the guardian’s fire, kill him and then proceed with the others troops.
[SM] PLASMA PISTOL
The commander, the other heroes and the Sergeants can have a Plasma Pistol.
This weapon is not dangerous in advanced tiers but can be really deathly to kill a winning rush.
The commander with plasma pistol is used from far in ranged stance. Basically the SM player put him to shoot at distance, and your risk is to see him when is too late.
A plasma pistol can kill one guardian with 1 / 1.5 shoot, and a Farseer with 6 or 7 …
Try to get over the panic that you will experience seeing your guardians fall one by one… the solution is easy, to do a plasma pistol rush the SM will sacrifice the production of other troops, except scouts, to run directly after the armory to ASM.
So when you meet the plasma pistol equipped FC, you will also have an advantage in terms of troops numbers, engage him in close combat with your poorest guardian squad first (overwatch!!!), and then with the farseer, keep the other guardian with the fire focused on the FC.
Your target is to tie up the commander. You will loose a lot of guardians, but less then letting him fire with the PP.
Once killed the FC proceed with other troops.
[SM] ADVANCED TIERS GUIDELINES
Basically your tier 2 will depend directly from the results of the tier 1 moves, so you will be in a great advantage or in the opposite situation. Both the conditions leads to an early “gg”, but we can imagine a tier 2 fight after a draw tier 1 match.
Your best choice at this moment is:
-If you have always a good tier 1 infantry, research the armor and optics upgrades in the Soul Shrine, run to Fire Dragons.
Your primary target is to keep a time advantage versus the enemy (FD pop out before the vehicles).
Use the upgraded tier 1 infantry to cover the job of the FD (basically start destroying LPs, and then the upcoming vehicles)
The use of FD is oriented to keep high the stress factor, without allowing the pause of SP building, and to destroy the enemy’s economy for your final attack.
-If your residual tier 1 infantry is poor, so you need to refill soon your army using the better tiers choices.
A good composition can be Falcons for anti infantry + FD for anti veh.
You will have a powerful firepower but very few units. In this case you will need to eliminate first the infantry with the falcons and then advance with the fire dragons.
Exploit the double jump of the Falcons to gain strategic advantages on the positions, to create crossed lines of fire or directly to jump over the enemy line transporting the dragons directly in the enemy base.
In this last case create a firing position inside the marine base using the Falcons as cover fire and the dragons to destroy the strategic buildings.
Try to keep safe your units when the running back army will come. How?
Use the Falcons as meat shields and run out with Dragons.
Or try to re-transport away the FD with the Falcons (personally I have never reached this result)
-If you want the best of your tier 2 / 2.5 , and you want a little bit of more risk giving to the marine more time to tech, your solution is Wraithlords + Warpspiders combo.
In opposition to the previous tactic, in this case the WLs will be the pivot and the WS will turn around.
In case of vehicles focus the WS against the infantry and WL against the vehicle (plan to equip the future WL with BrightLances).
In case of antiveh infantry, engage the normal infantry in CC with the WL and engage the antiveh. infantry (usually in the back lines) jumping with the spiders.
Research asap the optics and armor upgrades to make your WS really strong.
[SM] TERMINATORS AND WHIRLWIND
So this is the worst situation, terminators will stun every infantry or vehicle or hero unit, whirlwind will kill a large amount of stunned troops without providing friendly fire. FC, Chaplain and Biblio will dance around you with plasma pistols, orbital bombardments ecc…
We have two solution to prevent this hell :
1) kill the marine in the previous tiers… I know that is easy to say… but is really your best solution.
2) Produce a large amount of WS fully updated and upgraded, have a Seer Council in your ranks, spam prisms, shroud your base and possibly relocate to avoid the deathly drop of termies…
Remember that WS and FP can jump out from the Termie stun.
There is no real suggestions for a Termie+WW spam… just spam yourself your best troops, keep in formation the WS, dance them and try to form as more crossed lines of fire you can do.
Force the termies to walk against you and teleport, offer another target under cover fire and jump… at full cap you can have 24 jumps to do…
If you will reach the production of the avatar you will have more chances to win, due to the 10 FP spam…(let see in 1.5 !)
Eldar vs Chaos Guidelines
CHAOS “THE GREAT ENEMY”
Chaos is probably the most dangerous race for the Eldar ,and is pretty fluffy to see the same strength reversed in a corrupted way.
Chaos is dangerous in every tier, and we will not have the same choice of aggressive strats used with the Mon-Kheigg(the poor inferiors humans … haha!).
Eldar will need to run like crazy to anticipate each deathly surprise that the Chaos will pop out during the games. In tier 1 / 1.5 we can encounter almost 3 chaos strategies.
[CSM] CULTIST + CHAMPIONS + CHAOS LORD
This kind of strategy is used by a Chaos player that don’t want to put real pressure since the start. Basically the CSM will focus the tech to reach the tier2 massing a versatile mass.
3 or 4 cultists squads will cap the points waiting the chaos lord and the armory upgrade. In this manner they will take a good resource rate and will have troops upgreadable for each situation:
If you will rush the CSM during the initial period he will probably switch to “Grenades + Chaos Lord”, the Chaos Lord is the stronger commander in terms of dps, he will easily kill entire squads of guardians under the cover fire of the grenades, or he will follow the farseer letting to the cultists the duty to easily kill the guardians with the grenades.
If you delay a little bit your attack, the CSM will keep unupgraded the cultists and try to reach the tier 2.
At tier 2 a lot of really effective weapons pop out: Plasma for cultists, aspiring champions and Chaos Lord with Plasma Pistols(tier 1.5, after the armory) and Furious Charge.
This is a nasty combo because it will become the core to protect the Berzerkers, Horrors ecc.
Plasma kill your guardians immediately (as for other aspect troops) and a 1 or 2 cultist still upgraded with grenades will avoid any serious close combat.
So? What we can do?
Always spot your enemy, this is a base rule, in automatch you cannot know your enemy, so choose a style and decide how too spot your enemy.
Personally I like my GU+Wl squad going killing the enemy’s cappers, and also in this case I would act like this.
As against the Marines try to kill the first capping squad, cultists will die more rapidly than scouts and if the CSM don’t give them the right attention you will have a good opportunity. As against the Marines, your GU will handle also 2 or 3 cultist squads if not upgraded or if not engaged in close combat…
If you kill the first cultist squad and nobody comes or if he flees immediately, be careful because he is running to tier 2, so run in the base and search for the Heretics and kill them, they will probably have a very low hp due to the forced labor. If he sends reinforcements and engages the fight, he is waiting with some strong tier 1 troops (CL or Raptors).
In this case act like against the marines, fall back and wait the upcoming troops, then re-engage your enemy.
With CSM your primary target is to kill the requisition income, forcing him to overwatch the cultists or destroying the LPs.
CSM need to have an armory. Avoid the armory = avoid the dangers.
I can suggest a classic BO 3 GU + FS + Aspect Warriors, DR are still very effective, but probably the battle will run to tier2 also if you rush hardly to avoid the armory (forced labor is CSM friend!), so banshees will be a better choice due to a non obsolescence in tier 2.
FS will kill several cultists in one shot with Psy Storm, the MindWar is still effective against the Chaos Lord.
If you see a Plasma Pistol run in your base, you cannot engage the Chaos Lord in close combat, never, you will suffer too much losses, is now the time for you to have better units.
[CSM] MASS TACTICAL + CULTISTS
This is a tier 1.5 strong force. 3 Cultists with grenades, 2 tactic squads with heavy chaos bolters, and more coming…
Also in this case the best solution would be to kill the Heretics before they can build the armory, but this time we will find in the CSM base an early tactical squad. Too strong for our harassing squad. Fall back, and start to pop banshees. The real risk is to be outranged by the heavy bolters (a serious pain in tier 1.5!) under a rain of grenades.
Once massed your 3 GU + FS + 1 / 2 Banshees attach your farseer to a Shee squad and give to the other an exarch. Group all the guardians under hotkey 1 and Shees + FS under hotkey 2, switch FoF on all the troops.
1) Run with guardians and shees against the cultists (close combat) in the rear, guardians should be in the first line as meatshield.
2) Once reached the cultis with the entire army switch a banshee squad on the cultists and one on the tacticals, set again the guardians in ranged stance and use them as firepower keeping engaged the enemy with the banshees.
Shees squad engaged on the Tactical squads should force them to move letting the heavy bolters unused.
Banshees tie the enemy making a good damage, but, again, your real key units are the guardians.
[CSM] RAPTORS
One of the most annoying rush that you can receive…
Let see how to prevent them:
RAPTOR RUSH – COUNTER RUSH BY FRAGBA1T
At HQ:
-3xBonesinger (BS), 3x Guardian (GU), (FoF research ONLY AFTER 1stgen is ready)
-Starting BS to build Aspect Portal, 2nd BS to Teleport(TP) into chaos base as close to barracks as you think possible, and start whacking at the heretic with least health. you will not be able to stop the barracks being built, but your objective is to stop the heretics from building anything after that ( especially the Armoury).
-The 3rd BS helps the 1st BS build the Aspect Portal,(queue FS, banshee stone) then queue a Power Gen with both BS, after this both should placing LPs.
-FoF should be researched as soon as the power gen is up. you will not be able to research it before, as your FS will be building.
-1st Gu to cap, 2nd Gu to be sent straight to chaos base, 3rd Gu to cap.
-The BS you teleported into his base earlier will be dead by the time the 2nd Gu squad reaches chaos base, till then it should be chasing heretics around the base and not letting any of them stop to build something. When the chaos opponent sees your Gu squad running into his base, his initial raptor squad is usually redirected towards them.
AVOID THE RAPTORS AT ALL COSTS. keep your squad moving and targeting heretics while on the run.
-After all his heretics are dead, take down his uncapped Strategic Points(SP).
-Use the FS, and 2 banshee squads to stall till CoW in tier2. Do not lose any shee squads or the FS or you will lose . You must not build anything that requires power, like LP2s. This way you can build your Soul Shrine ( SS) with only 1 power gen up (will post timing later).
once you get the the SS up, research Call of War asap, and start building a gen so that you can get exarchs for your shees. target his barracks first, you may not be able to stop the first zerks squad, but ensure you get the barrakcs down BEFORE he gets his second zerks squad.
And how to fight them:
You are running straight to the CSM base when you see on the minimap 4 little red points bitching around your unupgraded LP … Raptors … your target is to avoid the second squad…
At this moment you will probably have 2 guardians squads at starting size and a FS popping out if you have followed the standard BO.
1 Raptor squad can kill your capping unit, decap the points, kill the bonesingers, jump out…receiving really limitated damages. Figure what 2 can do !
Split your mind, the first half will be the harassing original GU+Wl squad, the second half will be your anti raptor force.
Overwatch the harassing guardians and start to chase heretics / cultists , decap points and possibly provocate a reaction with the upcoming 2nd squad of raptor… you need to distract this second squad form the direct trip to your base, and if your guardians wil be the only remaining unit in his base , be sure that he cannot let them alone.
In the same time you need to make ridiculous the raptor harass, with the BS build LP1 on the locations, and with one guardian squad start to shoot against the raptors (overwatch!), your purpose is to avoid the decapping.
If he will ignore the guardians let him attacking an unfinished LP, when the LP is close to the destruction, delete him to re gain the req spent. You will loose in anycaes the LP but he will loose a little bit of time, and your FS pop out!
Ta dah! Continue to focus the fire with the guardian squad (let the other cap) and cast all the spells , at this moment the raptors will be halved and the Chaos will start to reinforce them…he is starting to loose the rush.
Is time to research your aspect stone.
If the chaos flee to save the raptors and to protect the base then go for banshees oriented to Cow.
If he stay in your base or if he double the squads, is reaper dancing time !
A Chaos Raptor rush is hard to handle, it requires really a cold blood and a very nice micro.
If the raptor rush fail, the CSM player have lost the game, keeping safe the raptors squad is very expensive and don’t allow an easy tier2 growth.
If the raptors leave your base, run with all your forces in the enemy base and kill his residual economy. The destruction of the barracks mean gg…
ADVANCED TIERS GENERAL GUIDELINES
If you think that the tier 1 of CSM is strong, wait to see the next tiers.
BERZERKERS SPAM – COUNTERS
“Attaaaaaack” and a Chaotic mass run against your units. Berzerkers are an amazing close combat unit, very strong , high hp, reasonable cost and time of reinforcements, morale unbreakable. You will need a tier 2 composition to fight them, also a huge out numbering of tier 1 units will hardly kill them, and in any case you will loose in terms of economy.
Once seen the first squad of Zerk, you can be pretty sure that she will not be the only one. Let assume that we have already reached the tier 2 (other way is gg…) and we are choosing our first tier 2 squad, we suspect a Zerks spam.
Seer Council is the first forced choice, followed by Shees with CoW, armour and optics upgrades.
The only sure option to counter the first Zerks squad and make an economic damage to the CSM is the SC. Keep them at max squad size of 5-6 to don’t waste too much money and to grow up the others units (banshees).
If the FS is still alive, manage them as 2 separate units and merge them only if the farseer is in real pain.
Research mysticism for the Council and also to exploit your entangle spell with the residual guardians. The entangle is not a primary choice, but can help, and stress the enemy.
Once researched the CoW you can choose for optics+armour and probably then Fire Dragons, or you can manage to build a Support portal and have one or two Falcons to close the game.
If the battle continue for a decent time more units will pop out to help the Zerks.
BERZERKERS COMBOS
Interesting unit, basically anti veh/build, nice close combat capabilities, not reinforceable but they can exploit deep strike.
Horrors will easily own every vehicle that you will produce, they will remain during all the game a real danger for our Falcons and WL, they can hit you giving a huge economic damage, destroying your vehicles or deepstriking in the base.
The Chaos will probably produce horrors if he will see the vehicles, other way he will prefere more Zerks.
A fair match between CoW Shees and Zerks can have also a long duration with a big commitment of resources, and a freeze of the tiers.
The natural evolution is Horrors or vehicles for the chaos and Spiders or vehicles for the Eldar. The first one who will produce the first vehicle will force the other one to produce antivehicle.
So we run for a Falcon/WL bluff. We pop 2 Falcons or one WL, we need to give to the CSM the impression of a vehicle tech, but our true purpose will be a hard WS tech.
Forcing the CSM to defend himself from the nasty Falcons or WL we will fulfil his army of useless units (horrors) and we will kill them in an easy manner with our spiders, gaining a definitive economic and numeric advantage.
Another funny trick is to pop out one or two shuriken plats and suggest him produce vehicles, truly massing in our base Fire Dragons. Banshees will fight the infantry as before described, and when the first predator pop out it will be destroyed by 2 or 3 FD.
This will be a great economic loss and running immediately with FD in the CSM base we will finally distract the Zerks from their occupations, forcing them to defend the base.
At this point dance the dragons and the shees (they have a huge building damage too) in the base, slowly killing the buildings…in your base go straight for WL and WS.
TWO WORDS ON CSM VEHICLES
The chaos is actually more an infantry race then an armoured one, Chaos vehicles can be produced fast but they basically fulfil an anti infantry role and for this reason they can be countered by WL + Brightlance.
If they pop out soon (Chaos can rush directly to vehicles in around 4 min) and you dont have enough requisition or power to spam the WL+BL, your best choice is fire dragons or unupgraded WL used in CC. The Defiler is still dangerous, but Chaos players like more the early Predator and this usually let them without a direct vehicle close combat counter (but they have in any case other great av units).
Once researched the demonic shells the music changes (but we are in tier 4) and a combo of PossSM + Predators with chaos shells will transform your base and units very rapidly in a some kind of Eldar Tar Tar. But let see how to manage the last tiers units.
OBLITERATORS
They are slow, they can deepstrike, overwatch and their moving fire is more effective than the stationary one (buggedà1.5?). Usually the Chaos mass them in secret and far from your base. Once reached 5/6 full squad he just start to walk…the massed fire will destroy everything.
What we can do? Another time we need to applie our superior Eldar mind/technology.
To have a little chance to stand we will need Fire Prisms and Warp Spiders (your uber combo) and the shroud researched on the webgates.
If the chaos will find your base he will destroy all… no chances… just walking.
Hide your base and keep the fight targeted on the units…force him to fight you because his intention is just to destroy your buildings…hide them…kill the spotting CSM units as primary targets and keep always your buildings hidden.
Your target is to save your buildings, because also if he loose 3 or 4 squads of oblits but he reach the objective to destroy your hq, you will have more damage loosing the tiers than him loosing the units.
An oblit mass SHOULD be avoided keeping an high stress factor on the chaos.
PSM
This would be the better unit choice for chaos. As counter description just read the Obliterators guidelines and substitute every “Obliterators” with “PSM” and “walk” with “run”
PSM don’t have ranged weapons (except for an heavy flamer, morale breaker), but they do a real huge damage in CC. Once upgraded they become more fast and dangerous.
The chaos usually just ignore your troops and run (this time he run) directly to your base.
The destruction can be a lot more fast than with Oblits.
For these two last reason the Shroud SHOULD be researched in a game against chaos, especially if the game is dragged in the last tiers.
Originally Posted by Dryden, After doing some PSM Lab tests
Eldar vs IG Guidelines
IMPERIAL GUARD “DIE LOYALIST SCUM !!!”
…ops…hehe…
For a quick reference to this race - Eventhorizon Guide http://forums.relicnews.com/showthread.php?t=91967
First rule against the IG is : Eldar cannot rush them.
To be clear, the classic tier 1 rush will be more oriented to get map control, or best to don’t allow the IG to take it !
IG can fight you with a lot of tactics, all deathly and very effective against our race.
You are sending your first GU+Wl directly to the most advanced enemy’s LP when you spot 4 guardsmen…what to do?
[IG] COMMIE RUSH
A Commissar in a guardsmen squad can make the squad unbreakable, have a huge healing power and good close combat abilities (mostly due to the excessive healing).
An IG player will mass 3 squads, 2 of witch have a commissar, and a command squad with 2 priests.
He will wait to mass all this stuff before he will attack you.
Once spotted with your harassing squad the first guardsmen try to kill them, do not engage more than one squad with your guardians.
Fall back immediately if:
-A second guardsmen pop out
-The commander pop out
-The IG has built a barrack just near this LP
-You are engaged by a techpriest in close combat.
We need a real excessive prudence. Key word is “mass”. Compared to the others strats proposed for the others races, in this case we cannot send the troops one by one, making your rush an escalation.
This time we will need 3GU + FS + Shees all together, is the only way to try to repeal the IG.
Attach the FS to the shees, avoid the command squad with the 2 priests before that you halved the guardsmen.
Tie the guardsmen with the shees+FS using FoF, cast the offensive spells on the guardsmen:
Psychic storm on the guardsmen squad without the commie attached, and Mindwar on a commissar (he will die immediately). The target is to make as more guardsmen squads moral breaked or breakables.
Focus the fire of all guardians on the squads without the commie, break them and change target, break them and change target… force the IG to screw the economy with a crazy overwatch, keeping his firepower ineffective due to the morale break.
Dance the command squad but don’t focus the fire on them, just dance the engaged guardians and continue the guardsmen’s slaughtering with the others two.
When you have gained a good numeric advantage switch the FS+shees on the commander…
IG will always retreat on the bunkers, stay away from bunkers with your tier 1 troops or they will fall like flies.
[IG] COMMIE RUSH – DANCING COMMIES
A good player will manage his troops during a commie rush to avoid your GU firepower.
If you lead well your troops you can repeal the commie rush, but the IG can draw the micro to extreme levels attaching and detaching the commies.
Due to an 8x healing, the commies will tie your guardians for a long time allowing the guardsmen to shoot.
Usually this can be graphically represented by a guardian’s groove where you can hardly see 2 commies in the middle.
In this case we have real few seconds to exploit the situation, the battle can end really fast with a great advantage or with a poor loss.
Re organize your troops and focus the fire on the commies ignoring the guardsmen, do it fast because you will loose a lot of guardians during this time.
Tie the guardsmen with the FS+shees, they have no more commies inside, so they will break immediately.
Once killed the commies proceed as described before.
The IG player can attach/detach the commie several times, so keep always an eye on them.
[IG] GRENADE RUSH
After the “tactical command” the IG can upgrade the guardsmen with grenade launchers. This is very nasty because it happens very soon and have devastating effects on the eldar warriors.
A classic set for a grenade rush can be:
3 guardsmen + command squad
or
2 guardsmen with grenades + command squad + 1 guardsmen with commie and without grenades
Unfortunately we cannot spot the IG build order just walking with our harassing squad, because the IG buildings will kill them before they can understand what is happening (and also if, it would be a waste of money)
If we really want to know what the enemy is doing we can exploit an old eldar automatch trick: teleport your bonesinger and spot him…you will loose the BS but with only a 45req waste.
If you see the tactical command act like this…
Basically we need to exploit the absence of commissars in the first part of the game.
Our army will be:
3GU (no Wl) + 2Shees with exarch
or
the classic 3GU (Wl) + FS + 1shee
in both the situations you will absolutely need the FoF.
[IG]GRENADE RUSH – WAVING
Once repealed the rush the IG will start to act like a wave, fleeing (in the firing barracks) and coming back, every time you will need to re-engage them and running you will loose some units.
This will allow the enemy to take soon an economic advantage.
Reinforce an LP1 and use FoF to fall back taking large distances, go asap to tier 2.
If you have built an early generator at this time you will have the 200 pow necessary for the Soul Shrine.
[IG] TIER 2
Continue your tech escalation without step jumps.
Your first available units and upgrades once built the SS are CoW and Fire Dragons, the IG will have two dangerous vehicles :
SENTINELS: fast walkers, LP decappers and excellent vehicles / buildings destroyers but with a very low armor.
HELLHOUNDS: an heavy flamer tank, if combined with grenades or the tier 2 plasma can really kill your troops in a fast way.
For both we will use the FD.
For the infantry, now probably upgraded with a longer grenade’s range (in case of a grenade rush) or with the plasma (in case of commie rush), more armor, morale and fire rate, we will upgrade our banshees with Cow and armor upgrade 1.
Our weapons are good enough to kill them, but we need better protections from their deathly standing fire.
Cow will grant us an effective groove, armor 1 will limit our losses, the primary objective is to kill the vehicles.
Our final growth will be Warp Spiders and Wraith Lords with Brightlances.
Resist always the temptation of push too much your attack before having an infantry advantage, FD and the WL.
The plasma from the IG buildings can reverse fast the situation.
WL will destroy at distance the buildings, WS will use jump to gain fast strategic positions against the infantry to cover the running shees, and FD will continue their Sents/Hellhound killer duty.
Research if possible optics upgrade 1.
With optics and armor upgrades finally the infantry will resist the defensive fire without dangers and also WS can be used as tank killers.
[IG] BASILISK
“Ka Boooom and 18 banshees die in one shot”
Of course they where wounded , but this happened to me in one game…
After our powerful reaction to their rush, the IG have decided to continue the “long range tactic” adding a Basilisk to the army. This can be good, or not…
The Basilisk cost a lot of power, have a medium build time, huge damage against our infantry, very long range but extreme weak armor.
When the first shot hit you change immediately position and search the basilisk in the map, you will see him half shadowed, search him because you will see him!
At this moment we can suspend our FD production and go for Support Portal.
If the IG advance under the fire of the Basilisk counter them in close combat with the shees and run to catch the basilisk with the FD, once found he will fall very fast and the IG will have wasted a lot of resources.
If the IG assume a turtling position to try a tier 3 tech you can gain the advantage attacking with the banshees + WL and killing the Basilisk with a Falcon+FD jump.
Some tier 2 suggestions:
-The IG can have only 3 vehicles starting the tier 2,to have more vehicles they need to build another factory, avoid their economic growth and force them to be always under this limit.
-The IG can have also 6 vehicles at tier 2, they are called Chimeras , firing transports…There is a Chimera rush/spam, FD will solve the problem easily
-Falcon vs Sentinel is a loss
-WL vs Sentinel is an economic loss
[IG] TIER 3 GUIDELINES.
-Kaserkins: Cool style infantry units, every unit except upgraded WS will be totally ineffective against a standing kaserkin squad.
Optics 2 and armor 2, will make your WS a good counter, allowing the residual banshees to advance. But take care of priests and commies attached because they can make an eventual close combat reaction with good effects.
-Ogryns: A little bit underused, maybe because they are the unique infantry close combat unit, and at tier 3 is some time hard to change the heavy ranged style of the IG.
But someone use them, they are strong in close combat but have a short range (they are also good shooters), let them advance firing with WS, run with shees and tie them.
With Armor 2 shees will resist pretty well, and with optics 2 will kill also a good number of Ogryns. Take care of priests and commies attached.
-Against the massed infantry squads an Eldritch Storm can be nice to prepare the attack.
-Leman Russ: Nice tank and very dangerous if not countered with massed WL (if you are STILL waiting Fire Prisms) or FP spam.
IF massed can be dangerous but remain inferior if compared to a FP+Holofield.
Also a full cap of LR + BaneBlade (the uber unit) will not win against a FP mass.
Remember always: fighting the IG is a patience work… Don’t loose your control or you will loose the game. Never underestimate them , also when you think that you are winning…
Eldar vs Orks Guidelines
ORKS “THEIR STINCH FILL THE AIR…"
This will be very short, mostly due by the Orks balance over the tier 1 : screwed …
We will wait the 1.5 to see if the matchup can be most fair.
As general guideline we can say that the Ork, like the IG cannot be rushed in the base due to the firing buildings.
We will try to get map control, but very soon a huge mass of green creatures will knock at your door.
[ORK] PURE SLUGGA RUSH
Basically is a heavy massing strategy. Ignoring the Big Mek, the Ork player will start to spam Slugga squads and will directly run into your base.
Once engaged your first squad, the Ork player will start to overwatch the squads growing the green mass.
If you have done the standard BO with Farseer at this time you may have 2 guardians and the FS popping out.
Against a slugga rush the FS will be deathly but you will need some effective fire support because the ork will try to outnumber you exploiting the large squads to engage as many squads possible.
DR are your choice, they will kill mass of orks, also moving.
Cast your spells, the PsyStorm will halve/kill one squad, and guided reapers will take out another one.
Fight the initial green mass and then run for tier 2, regaining the map control.
Probably the ork player will keep a squad to cap the maximum number of points to boost the economy and run for Nobz.
Also banshees are good but they fit better against the Slugga + BM rush.
[ORK] SLUGGA + BIG MEK
Basically this is what will happen in your base under a Slugga+BM rush:
First slugga will come directly to harass / disturb, if you cross them with your first squad try to engage them outside your base and try to keep the fight always there.
It will be very hard to don’t fall back to this rush because soon the BM and other 2 slugga will come in your base.
The action to do is very similar to the Slugga rush one, but with more options for the banshees.
This is due mostly to the presence of the big mek, very strong hero with a default teleport (1 jump) that can be used for an offensive move in the middle of your firing lines, or to flee avoiding the enemy fire.
With your banshees and farseer keep at distance the sluggas, cast all the spells of the farseer dedicated to kill the BM.
So guide will be used to focus him, the storm and the mindwar directly on the mek.
He will probably fall or flee very soon, and at this time you will be able to stop your dancing guardians and finish the stinky greenskins.
[ORK] TIER 2 GUIDELINES.
Unfortunately there is not much to say.
Every Ork infantry will be killed by upgraded Shees and warpspiders.
Every vehicle or building will fall under the WL with brightlances.
There is not too much skill needed, the power of our weapons is simply too powerful for their fragile buildings.
Fire Dragons with armor upgrade 1 will easily stand against the defensive fire of the buildings, crushing a waagh banner in few seconds.
Reach the tier 2 in a decent economic situation and you will easily win.
[ORK] SOME DANGEROUS UNITS, PAY A LITTLE BIT OF ATTENTION!
NOBZ big and bad. They are long to kill with only the infantry, and banshees with Cow will do the job better if upgraded with armor. You risk an economic loss engaging a long fight in CC with the nobz (especially if the BM is still alive)
Falcons as backup support will fix the problem.
KILLA KHAN, this walker have a land raider armor and pop out very soon on the game (this is why the balance team nerfed it to a 4 pop cap !!!!), but to use it the Ork will need an huge amount of power (hard to reach for an ork) and will use it as pivot of the army.
So avoid it… the KK is strong but slow (like the majority of the orks units), dance him and use your fire dragons. If you have 2 Wl with BL you can also avoid to dance…
MISSILE + CHUKA BOMB COMBO.
As vehicle the Ork can choose some kind of nasty mini tanks.
They have a default missile weapon and can be upgraded with a mortar (keeping the missiles). 2 or 3 of these vehicle can annihilate your infantry very soon if you don’t pay attention. The missile will knockdown your units and the mortar will increase the damage when the units are down.
Very very dangerous but, as before, some WL and fire dragon will solve the problem.
Other cool units are not too much effective due to a weak backup support, is the example of the mega armored Nobz or the Warboss, powerful units but soon they will fight alone in the middle of a mass of a green dead bodies.
In any case, never underestimate the ork at tier 1 because is a very dangerous race.
And don’t underestimate them also after…generally never underestimate your opponent…
Eldar vs Eldar Guidelines
THE MIRROR
At this point of the guide I hope that you have now clear the main aspects of each unit, building, tier.
The eldar mirror match reflect very well the game concept of Winter Assault: the tech escalation.
Every unit will be pretty obsolescent against the most advanced units.
A good strat to fight against the eldar is to exploit every aspect of the tiers without jumping moves.
Doing like this you will always have a tech advantage on your enemy.
For example, once built the soul shrine you have different options, an eldar with superficial knowledge will run to Falcons thinking “omg I will spam falcon ftw”.
On the other side an intelligent eldar exploit the first available option for tier 2: Fire Dragons.
In the same time the 2 eldar will produce 1 falcon, and in the other side 2 FD.
Who will win?
The FD will own the Falcons and with the gained economy the intelligent eldar will build the support portal and then produce the Falcons, and will probably win the game.
Only exception to this rule are the rangers till the 1.5 .
Except for spectacular infiltration moves rangers are totally underused.
We will need to pay attention, because every deathly rush can be turned against us…
Playing the eldar you will learn the strong and weak points of our race, you will learn how the enemies of our craftworlds can counter us and from this you will start to imagine how to fight against an eldar…
But don’t ask me the clear way to kill our brothers…
Eldar Tips
GENERAL TIPS FOR UNITS
-A Guardian with a Wl in the squad have the same firepower of a SM requiem (but with less hp)
-Warlocks add +2 to your infantry pop cap, the other exarch add +1
-3 GU squads fully upgraded with a Farseer can beat almost everything in tier 1
-If you choose banshees remember to add an exarch
-DR fire on move also if you cannot see the animation…
-Cast the FS Psychic Storm always on a squad and never on the ground
-Falcons are great but very fragile to av troops or weapons, remember your teleport BS ability and try to have always 2 BS near your falcons to repair them.
-Repairing for eldar cost ¼ of the original cost (other race is 1/1)
-Never loose your first 2 Falcons in a Falcon Rush before u get the 3rd…usually it means that you screwed your economy…gg…
-Never retreat with the FD, let them run into the enemy base… they will keep occupied the troops and will hold a lot of time before dieing, due to the heavy armour.
-Micro your FS, don’t let her NEVER alone, unfortunately she is bugged and will tend to attack buildings instead of troops, avoid commanders…
-WS with optic and armour can handle (easily) assault terminators if not overnumbered.
-WS with optic2 and armour2 can own every infantry if not heavily outnumbered.
DIRTY TIPS
-Guide spell is bugged and give to guided squad over the 100% of accuracy , try a DR squad guided while moving…
-Mass Dark Reapers in tier 1, avoiding the FS and spamming up to 6 or more squads, exploit the fire while moving
-Spam Falcons in early game (teamgames)
-If you have an eldar in the other side spam FD to prevent his Falcon Spam (ha!)
-If Rangers are loaded in stealth mode on a Falcon, they will be released always shrouded.
-Same rule as above for the WebGates
-SPAM WL against all…spam spam spam… spam them and upgrade with BL then go with an initial set of 3 in the enemy base. Let them on ranged stance and enjoy the show… Orks buildings (and eldar) will explode in one salvo. Continue the abuse spamming others WL directly on the enemy base… ignore the infantry…possibly research holofield…
-See the Turret Rush
FOF
2 CENTS ON THE FOF
Fleet of Foot (cost req50 pow50) is the ability that can allow you to increase the speed of some aspect troops (all except WS). FoF can be activated switching a button on the squad, is not possible to activate in the same time the FoF in a group, you will need to tab all the units and switch on/off. FoF halve the accuracy once activated.
You can use it for running away or to chase dancing units, in any case use it… is a very rare composition an eldar army without FoF.
FoF fulfil the extreme mobility aspect of the race gift by the webway, the relocate and the shroud…
CONCLUSIONS
Conclusions:
I was really unsure to post this last considerations but this is an aspect of our race and i need to advertise it.
As Eldar you may be discriminated, your skill may be negated and also after a good and fair match you may be accused of abuse, spam ecc...
This is an old history, the community generally considere our race totally imbalanced, the eldar players are abusers without skills and mostly you will hear "nerf eldar"
You will find any kind of nerf proposition for the eldar, for every unit, building, vehicle, strategy you will find a bunch of creative ideas oriented to the illogic and vindicative nerf.
Flames and whines...
Be a correct player, eldar can abuse like every other race, the difference is in the player...
I hope that this guide will help also to understand this kind of philosophy that Moorecroft stated well
Welcome to our community...See? thats why eldar are Imbalanced.. its because of the mateship and camaraderie eldar players have, and the mutual goal of harmony through mass genocide of the lesser races... hehe...
CREDITS
CREDITS
Akranadas for the organization of the Community Guides
Dryden,fragba1t,moorecroft,Hirmetrium,Fatal1ty for the contribution on the strategies and giving more pepper to our discussion
Spec.Tanks to
freak_storm (and his crew!), really a nice guy !
The [Warp] Clan (http://www.warpclan.altervista.org/) to all members for the training and the study on our races ...
And to all people that gift a contribution on my spell check, i will not say the names (but they are already in the credits!) because i think that the guide is still full of mistakes!!!...but ... THANKS in any case...
Sorry for bad English…












