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2) Shininh Spears - This guys maybe squishy but with several tech upgrade, they hit hard like a truck. They can clear fort/strong natural units, scouting and soak enemy overwatch. Some might die but they are really cheap anyways.
3) Warlocks - Very OP infantry. I can't believe this guys are just tier 5. They can kill anythings with psychic skill and melee combat. They also solve Eldar weakness (Gateways snipe by other players), because they can teleport by themselves. Only cons is they are glasscannon.
4) Wave Serpant - Tanky vehicle in mid game. It can boost armour to 13+ with all skills. I always put its to take overwatch before other units rush in.
5) Fire Prism - Real damage dealler of this army. Spam its as much as possible. Its gun can switch 3 mode to handle any enemies. Also tons of tech upgrade. If you don't use its, you must be regret.
6) Wrathknight and Scorpion - Super end game units. Nothing to talk here. You gonna build its anyways. Especially Scorpion that is the strongest unit in game.
After putting in ~800 hours with this faction, here is what I've learned:
Unless you start with an empty tile that has 30-40% research, I always build an influence building first, followed by the infantry building. Anything after that is entirely dependent on the map, and you'll have to use some good ol' intuition to decide what you need.
Speaking of the map, be smart about which kinds of infantry you build: Tons of forests and density everywhere? Might be smart to make short range units (especially warlocks and howling banshees) in a situation like this. Wide open areas? Well certainly Dark Reapers and Rangers will shine in these environs. I like to have 2 squads of rangers leapfrogging past 2 stationary squads, that way they will always be covered by the full damage (stationary) squads in case the AI tries to bum rush you while you are doing your recon.
Your goal should be to crank out as many infantry units as possible, as fast as possible, without any pause! Don't overlook guardians either, they are absolutely devastating in the right circumstances. (overwatch, mop-up, area denial) Vehicles can be added to your army a lot later in the game (with the exception of aircraft) without suffering any negative consequences, assuming you have a large and diverse infantry force on the field. You might consider fielding heroes (especially the spiritseer, who can buff and heal) if you're lucky enough to get an influence start.
If you have an ore-based start, I don't know how to help you, since vehicles 100% should be supported by infantry, and with an ore start you will struggle to get food.... It's a toss-up here as to whether or not your game will be a good one with a start like this.
I try and prioritize research and influence early on.
This army is like a complex symphony that needs certain sections at certain moments to be brought forward, so the whole 'one unit to do everything' approach doesn't work very well in my opinion. This is a highly specialized force that can be employed to devastating effect when used responsibly
Don't overlook the bonesinger chantry building, it helps offset an otherwise slow growth rate.
I'm not going to go into any unit specifics here, since everything in the roster is fantastic when used well. This is not an instant gratification army, but they are incredibly fun to play as once you get the hang of it, hence the 800 or so hours I've put in so far :)
Best of luck!
Generally, most factions benefit from starting with their Book building.
But for main strategy, for me the Eldar only really came into focus once I starting playing with Wave Serpents. Until they have transport, Eldar infantry lives in fear of enemy overwatch.
Wave Serpents are rather far up the tech tree, unfortunately, but they totally magnify Eldar infantry to a huge degree.
And once you have a Wave Serpent in production, start to build a few Fire Dragons. Fire Dragons are too delicate to handle themselves in the field, but with seats on an armored personnel carrier, they can really blister armored enemy units and cities. The Wave Serpent absorbs the overwatch, and the killers hop out. The following turn, they can fire again and *then* hop back aboard. Plus, the Wave Serpent itself does a fair bit of damage once upgraded.
No problem at all! Feel free to message me if you want more info, I have many strategies and even future concepts I would love to share!
I suggest to start with Ore building for every factions. If not you will have Ore shortage when founding second city. Research is the least important resource to worry about because every recruitment buildings give 2 Research bonus. You can get 20+ Research only by recruitment buildings each cities and additional +6 Research from an hero item. So Research isn't a matter for Eldar but Influence is. Eldar need Influence heavily to use Gateway Travel. So you should heavily invest in Influence.
My Build Order would be
1) Ore building. Trust me bro.
2) Infantry building. start recruit Rangers instead of Guardians. If your enemies are heavy armour races like Necron, you can go for Fire Dragon/Dark Reaper instead.
3) hero building (research first). Get Farseer and let them buy Tantalising Icon to boost Influence and Scrolls of Magnus to boost Research.
4) vehicle building (research first). Shining Spears are useful early game. Research tech that give them bonus damage to fort and monster.
5) Food building. To maintain your Rangers and city population. Just one of them is fine in early game.
6) Influence building. if first city doesn't have Influence bonus tile, find second city that have its. You should gain 50+ Influence per turn at least.
7) population limit building. exactly
Anyways srsly if your trying the eldar try what is suggested here even me that is honestly terrible at 4x games (Still love them) was doing well with a heavy ore start so someone honestly good at these games should do fine.
Having said all that about properly securing the neighbourhood before activating Webway Gates:
An extremely risky and situational tactic to secure a city with resources you urgently need could be to look for a very isolated gate (those CAN exist) and colonize it. Not ideal, but it IS possible if the neutrals aren't too nasty - they should (again ... with a bit of luck) ... on normal wildlife density .... not be enough to kill a city. Of course supporting it with units/ heroes would be better, provided you can spare the influence and the units. An isolated city might be sustainable purely as a resource gathering centre. The truly problematic point, of course, are probably not the neutrals but possibly expanding neighbouring factions.
You might be forced to pull such a stunt anyway if you've lost cities or too many gates in your neighbourhood.