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Are you supposed to have 6 units stationary around every gate you encounter?
Give the structure itself lower health so the Eldar player either has to secure it or found a city from it or go all in on a bum rush and risk losing it completely.
Or make it so you have to capture it like a special resource before it can be claimed. Then the Eldar player has to secure it before it can be activated.
How does that prevent the Eldar from :
-Taking a Webway Gate
-Moving a Wave Serpent (or several of them for maximum jokes) through it
-Unload several units with their action available so I can't attack them.
All in the same turn?
If I can't kill a neutral Webway Gate, then I can do nothing to prevent the Eldar from using it whenever he wants (aside from stationing 6 units around it at all time, which is quite obviously not realistic)
Even if it had 1 HP, the fact that I have to wait for the Eldar to use the Webway to be able to hit it make it impossible to prevent being blindsided.
It would definitely make it more balanced, but it would also completely ruin the concept (which is allowing Eldar to raid enemies)/
It would be hidden until enemy unit walks next to it, or flyes over, revealing it.
But if Eldar player claims webway gate, it will becomes permanently visible, like a building.
This method sounds reasonable.
What would be your suggestion?
Just let Eldar call them down to build them like Fortress of Redemptions but give them a set up time of a couple of turns before they are usable to prevent cheese, or give Eldar a unit that can build them like in Dawn of War 1.
Eldar gates are available from t1, that's the big difference.