Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First off, webway portals everywhere. You can stealth your buildings and endgame will let you teleport them and this is a great feature of the race. It makes you the cockroach of the game, people can spend so much precious time trying to get that last (condition) to knock you out and it can cost them the game. Back in the unpatched version of the game there was no limit on building turrets so you could build 30+ turrets and teleport them into your enemies base all at once for shenanigans. Thanks to the eldar they capped it in a future patch (6 per HQ I believe).
The other reason is that units can enter and exit any webway portal with only a short cooldown. So make sure you have webway portals at key points and preferably in heavy cover. Imagine wandering alone with 2 full squads of ork boyz and suddenly a squad of dark reapers appears out of literally nowhere, bunkered down in heavy cover and receiving healing from an unknown source. Those orks are dead. I once put said squad at the edge of an opponent's base for half a game, that squad had a 50 to 1 K/D ratio, definitely got my points worth in that.
The builder unit can also teleport, and he has a massive range, so jump them around building webway portals all over the place.
Always pick your battles, attack with overwhelming force, micro manage like a mofo, check every red dot on your mini map. Get your key research done and expand everywhere.
They can't hit what they can't catch.
Disclaimer I'm not an expert at this game, but I did log enough hours when this game originally came out. What works for me may not necessarily work for you. Consult your physician to see if Eldar are right for you.
Never knew how to play eldar, one thing, should I apply early pressure? If so, should I research drak reapers of banshees first?
As far as this goes it's sort of micro dependent. IG can tie up banshees in melee and buy time for grenade launchers to be a thing.
Their strong point is the speed of movement: to win with Eldar you need to learn to use it properly.
The single most effective advice I can give to you is to reasearch the run ability early in the game, just after recruiting guardians.
This will allow your infantry to:
- move out of dangerous situations without losses
- make hit and run attacks on isolated enemy squads
- harass your enemy in different parts of the map, retreat and repeat on another part of the map
- make dancing against melee units easier
Although I have seen players using banshees, I usually go for jesters. I am sure this depends on your opponent though.
Webway portals will help you in this strategy, but if you consider that you need build a lot, they are quite expensive. I usually begin building a webway network in T2, after having built a temple and improved the infantry.
I might sometimes build one early to use the healing ability, when holding a particularly important spot of the map.
Webway portals will be completely useless if you cannot follow this strategy using only the run ability.
Now, for the other paths, you might decide to tech up and get vehicles instead, and this is a very viable path.
This advices will help you in general, but you will have to think about every situation for the best result.
I think it may help you to have a look at some youtube videos of Eldar players in PvP.