Multiplayer beginner loadout

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An'grathul
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Multiplayer beginner loadout

Postby An'grathul » 02 July 2016, 09:57

Hey there,

I've recently picked up Battlefleet Gothic, and true to my Warhammer 40k nature that also meant checking out the Eldar. As it has always been the Eldar seem to require quite a bit of know-how and I find myself lost. On most games whenever I need some help setting me off on a good start I watch some competitive play and read up and then things go fine from there.

Battlefleet gothic Eldar are another beast, it seems. There's a distinct lack of gameplay footage of people who actually know how to play them well, it seems, and although the forum here seems to have some knowledgeable people they usually go off about advanced strategies and I have nothing to bridge the gap from starter to advanced knowledge.

So, friendly Eldar experts, a hand? If you were to start with a clean multiplayer Eldar fleet in the current meta, what ships and first upgrades would you suggest, what type of engagements should I pick and which opponents should I fear most?

Mav
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Re: Multiplayer beginner loadout

Postby Mav » 03 July 2016, 11:46

viewtopic.php?f=38&t=16848

Most of the good eldar players leveled their eldar when they were broken as fuck. I did as well.
I'd still pretty much do the same thing with auroras into eclipes into VS as fast as I can and buying skills and upgrades that are offense/utility

Mizar
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Re: Multiplayer beginner loadout

Postby Mizar » 04 July 2016, 10:53

I recently started a multiplayer Eldar admiral and it does seem very tough. I'm currently trying to use silent running to attack from unexpected directions with pulsars. The idea is to target a periphery ship and then escape before the other ships have time to close on you. It's proving very difficult however.

As for upgrades, I'm going for auger disrupters, beacons, camo and improved detection, in line with my strategy.

When my pulsar ships are repairing I'm trying standard kiting and bombing tactics. Beacons see essential for this. All the space marine players are making this difficult however as they are so fast and my ships get utterly destroyed by thunderhawks if I'm detected.

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Harlequin
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Re: Multiplayer beginner loadout

Postby Harlequin » 04 July 2016, 20:26

From the current meta, i wold say: use mostly 2x Aurora with Vauls 180° turn, and max. Stealth, try to be behind your Teammate (if 2 on 2) and focus always the same Ship as him, and if the enemy hunt you, run as fast as you can and fly a circle around your teammate.
Oh and finally pray,you got a skilled teammate to compensate your early lack of power.

Thats all you can do, until you get Shadows, but thats a different story...

And don't count your own losses, until you are level 7 or 8. It dosen't matter at all till then. ;)
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Steam-Name: "Marilyn Manson"

"We bring only death, and leave only carrion. It is a message even a Human can understand."

"Death is my meat; terror my wine."

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An'grathul
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Re: Multiplayer beginner loadout

Postby An'grathul » 05 July 2016, 22:14

Thanks for the replies so far, it's been helpful to see some input from fellow players. My leveling qualms aren't all that big really, as a large number of pulsar escorts surrounding and destroying the many Space Marine carrier fleets I'm encountering works out pretty well.

I'm in a bit of a knot when it comes to really nailing a purpose for some of my ships though. One of the biggest questions I'm struggling with is Biel-tan Aurora vs Saim-Hann Aurora. With pulsars usually requiring the ships to get within lightening strike range and pulsars taking down the enemy shields, the Biel-tan troop value and better strikes seem like a solid choice, but the Saim-hann bonus damage for the first pulsar hit and visibility crackdowns also seem pretty good. I'm worried though, in the face of experienced enemies using probes and secondary detection, is Saim-hann worth it? This dilemma holds true for many pulsar ships, really, whereas with more kiting-oriented builds Alaitoc definitely seems like a clearer cut choice.

I'm also having trouble placing Ulthwé, the power intruiges me and just screams for me to utilize it for devastating effect coupled with stasis bombs and shield disruption bombs, but I woulden't know which ship to put it on or how many ships to put it on.

Any thoughts?

Mav
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Re: Multiplayer beginner loadout

Postby Mav » 05 July 2016, 23:51

Saim is pretty much this: Get in near enemy detection range in stealth, saim on enemy, shoot. At this point the enemy realizes where you are and starts flying towards you, sneak away while using saim to prolong the saim debuff on the sorry cunt, shoot some more. Now your skills are all on cds and you pretty much start hit and run and pray-the-enemy-is-dumb-and-didn't-prepare-for-eldar.
And if you're wondering it's prolly better to run tornado on aurora if the mentioned aurora is a support ship for somethin bigger
Statis bomb are most often used on yourself. Throw it onto your escape path and dash thru, don't try to throw it onto chasing enemies. It's really easy to fly out off it

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Maxajax
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Re: Multiplayer beginner loadout

Postby Maxajax » 09 July 2016, 10:13

An'grathul wrote:Hey there,

I've recently picked up Battlefleet Gothic, and true to my Warhammer 40k nature that also meant checking out the Eldar. As it has always been the Eldar seem to require quite a bit of know-how and I find myself lost. On most games whenever I need some help setting me off on a good start I watch some competitive play and read up and then things go fine from there.

Battlefleet gothic Eldar are another beast, it seems. There's a distinct lack of gameplay footage of people who actually know how to play them well, it seems, and although the forum here seems to have some knowledgeable people they usually go off about advanced strategies and I have nothing to bridge the gap from starter to advanced knowledge.

So, friendly Eldar experts, a hand? If you were to start with a clean multiplayer Eldar fleet in the current meta, what ships and first upgrades would you suggest, what type of engagements should I pick and which opponents should I fear most?


I originally started playing Eldar when my Chaos Admiral got "ERROR: Insufficient Bytes".
I specifically chose the Eldar because I had severe framerate issues in the Imperial shipyard, and I did not feel like playing Orks.
I was very pleasantly reminded of my playstyle for Scythia and Parthia in Rome Total War 1.
Being a Chaos player addicted to fighters and bombers by heart, I basically developed an Eldar gameplay style that focuses mainly on the same logic.
Awkwardly enough the Eldar fighters and bombers proved to be better than those of Chaos.
The advantage over playing full carrier is that other players will have no right to complain to you about Pulsar cheese.
A carrier also doesn't have to be facing the enemy with it's front to attack them.

BASIC PRINCIPLES:
- KEEP THE ENEMY SPOTTED: When working with bombers it is of paramount importance that you keep the enemy lit up. You can not attack concealed or unrevealed enemies with bombers, after all. It is advisable to dip in, drop their shields, place a Radar Beacon on their ship (Auto Cast will do this for you) and then make a U turn (Or use your hotkey for Vaul's Manuevre) and use Speed Boost to create distance, followed by pelting them with bombers from 12k range.
- MAKE YOUR LAUNCH BAY COOLDOWN AS SHORT AS POSSIBLE: It should be possible to reduce the cooldown on your launch bays from 60 seconds to 34 seconds. More on this later.
- DO NOT GET TOUCHED: Never get within ramming distance. If you do get within ramming distance you had better be slick with your speed boost.
- KEEP MOVING: By now you have probably noticed that your ships do not have shields. Instead you have the ever-lovable holo-fields. These mitigate damage by giving you an 80% chance to dodge lances, and significantly reduce the accuracy of everything else, but are powered by movement, meaning that if you stop, you get hit, and if you get hit, stuff breaks. Like engines. No one wants that.
- ALWAYS MAKE SURE TO HAVE A FIGHTER SQUADRON OUT: It is generally enough to launch one squad of fighters at the start of the match. Darkstar Squadron will also help with this. This will give you a greater measure of survivability against enemy bombers and torpedoes.
- USE RELOAD ON COOLDOWN: When you focus on Bombers you are basically dependant on a Skill. All Skills are affected by the Reload special order. Reload reduces the cooldown of all skills including itself by 20%.

BIGGEST THREATS:
- THE IMPERIAL NAVY: The Imperial Nova Cannon is one of the most annoying things for an Eldar as our Holofields do not offer protection against it. The presence of a Dominator will force you to save your Speed Boost to specifically dodge its' Nova Cannon. Something that is nigh impossible if you're being chased by a tunnel visioned Chaos player at the same time which requires you to tap the Speed Boost button like it's the car punching mission from Street Fighter. Your Imperial doomsday scenario is called the Imperial Mars class Battlecruiser. This one not only forces you to tap-dance to the beat of his Nova Cannon but also forces you to make very sure to have a squadron of fighters deployed at all times, lest its' bombers rip you a new launch bay. Asides from Nova Cannons and Bombers the Imperial Navy has no Hard Counters.

- CHAOS: One of the first things you're going to notice as an Eldar, especially when you reach Admiral Level 8 is that there will be large packs of Chaos Hellbringers with Mark of Slaanesh supported by a few escorts who will hunt you in circles around the map. The Mark of Slaanesh gives them an ability that will shut down your active skills for 30 seconds, meaning no Speed Boost, no Special Orders, no Repairs, no Bombers and no Pulsars. If you are a Pulsar build that has to face the enemy to do damage you will most likely never get a shot off because the only side of your ship that will be facing a Slaaneshi Hellbringer is the aft. If you do manage to stay out of range of that 30 second shut-down ability (which is difficult as they have the tendency to buy Micro-Warp-Jump just to teleport on top of you) you should be able to kite and bomb them down. If you get caught you are most likely dead. This is a faction that generally has at least 2 launch bays per ship so if you haven't got a defensive fighter screen deployed you may very well be destroyed by bombers.

- ORKS: Traktor Beam, Micro-warp-jump coupled with ramming, Zzap Cannons with the upgrade that allows them to bypass Holofields. That's pretty much it here. Whilst they have the ability to get 8 launch bays per ship their fighters are rustbuckets piloted by grots and you'd have to be the most unlucky git in the whole WAAAGH to die to those.

- ELDAR: They have every trick you do, so brace yourself for a battle of builds and skill.

- SPACE MARINES: Imagine Chaos Hellbringers. Now imagine them without Mark of Slaanesh. Now imagine that their player is spamming the silly boarding pods instead of bombers. That sums up every SM player I've encountered so far. Ironically, if they were to emulate this build for a SM vessel they would be able to use their chapter master favour to exploit the Reload special order more efficiently than we do. Luckily we're talking about Mon'keigh here.

SHIP SELECTION:
- LIGHT CRUISER: The Solaris.
- CRUISER: The Kurnous Pattern Shadow.
- BATTLECRUISER: The Eclipse.
- BATTLESHIP: The Voidstalker.

SHIP DEVELOPMENT:
SKILLS:
The number of skill slots is dependant on the tonnage of your ship.
- Skill Slot 1: Wandering Spirit Stone lets you tag enemy vessels for your bombers. Set on auto-cast.
- Skill Slot 2: Darkstar Squadron gives you a free squadron of fighters. Set on auto-cast.
- Skill Slot 3: Vaul's Manuevre lets you instantly turn after dropping an enemy's shields to radar tag him. Manual Cast.
- Skill Slot 4: Wraithbone Probe lets you fire a radar probe across the map. Manual/Auto-cast up to preference.
These skills can be applied to any ship listed in ship selection. If used in this exact order it will include Vaul's Manuevre on the ships with Pulsars. They're a good match. If you find yourself getting caught often on your Voidstalker you can replace Wraithbone Probe with Micro Warp Jump.

UPGRADES:
A level 10 ship has access to 5 upgrade slots.
- Upgrade Slot 1: Efficient Pilots will reduce the base cooldown on your launch bays from 60 seconds to 48 seconds, effectively making them 20% cooler.
- Upgrade Slot 2: Enhanced Infinity Cirquit increases the duration of Reload by 50%. This means that you can achieve near permanent uptime on Reload. This means all skills become 20% cooler.
- Upgrade Slot 3: Solar Energy Accumulator reduces the cooldown of Speed Boost by 5 seconds. This is critical because Speed Boost is as much a method of achieving faster movement as it is a method of dodging incoming pain.
- Upgrade Slot 4: Dragon Sail increases your base speed by 25 points. This helps to create distance between yourself and your chaos/SM pursuers, and distance is life.
- Upgrade Slot 5: Wraithbone Bridge lets you use Reload even if your Deck is destroyed, allowing you to keep that delicious 20% cooldown reduction.

CREW:
A level 10 ship has access to 9 crew points, allowing you to max out 3 crew members.
- Crew Upgrade 1: Maxing out Eagle Pilot makes fighters and bombers 30% cooler.
- Crew Upgrade 2: Maxing out Spirit Stones reduces your cooldowns by another 12%, because fuck cooldowns.
- Crew Upgrade 3: Maxing out Bonesinger allows you to get more heal out of your heal. Shit you already reduced it's cooldown by a whopping 32% so why not enhance it's effect? Note that this one is optional. If you do not mind being hated by the community you can alternatively put your remaining 3 points into Warlock to boost the critical chance of your ship's weapons/pulsars by 75% but I avoid upgrading my pulsars to avoid upsetting the opposing players. Also, the enhanced repairs are genuinely nice for a kiting carrier playstyle.

FAVOURS:
- SAIM-HANN: Use this on ships with Pulsars. You receive an active skill which allows you to jam enemy sensors and a passive effect which boosts the damage of your star cannons and pulsars when you are firing from a nebula. If you wish to avoid being raged at for Pulsars, do not select Saim-Hann and default to below.
- ALAITOC: Use this on ships without Pulsars. Their main boon is that standing still cloaks your ship, which forces enemy Bombers/Boarding parties to return to their launch bays. On that note, any method of hiding your ship will do the same.

I wish you good luck and a lot of fun regardless of whether you try this out or not.

Sincerely,
Max

An'grathul
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Re: Multiplayer beginner loadout

Postby An'grathul » 11 July 2016, 12:28

Hey, thanks a bunch for the huge writeup, Maxajax, your bit on the individual upgrades and skills was really what I was looking for, as upgrade slots are so limited and it's hard to gauge certain parts' effectiveness as a starter. Everything you said makes sense and I appreciate the effort you put in.

I must admit I'm a bit put off by the harsh categorisation into either pulsar or fleet based Eldar, as I really hoped there would also be an in-between variant that would allow for more fly-by types of engagement without the simple "Pulsar and GTFO", owing to more bombs and maelstorm. It would seem with the way things are currently that you're slotted into either and I guess I'll just have to accept that.

Thanks for the replies!

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Maxajax
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Re: Multiplayer beginner loadout

Postby Maxajax » 12 July 2016, 05:18

An'grathul wrote:Hey, thanks a bunch for the huge writeup, Maxajax, your bit on the individual upgrades and skills was really what I was looking for, as upgrade slots are so limited and it's hard to gauge certain parts' effectiveness as a starter. Everything you said makes sense and I appreciate the effort you put in.

I must admit I'm a bit put off by the harsh categorisation into either pulsar or fleet based Eldar, as I really hoped there would also be an in-between variant that would allow for more fly-by types of engagement without the simple "Pulsar and GTFO", owing to more bombs and maelstorm. It would seem with the way things are currently that you're slotted into either and I guess I'll just have to accept that.

Thanks for the replies!

You're welcome,

The Voidstalker is pretty much that mix of pulsars and bombers. I might not depend on them, but when I am not forced to kite I will definately attack enemies with pulsars and starcannons too. Most of the time though, you will be getting chased, so angling your front towards the enemy is a bit of a bad idea. However, on the rare occasion that you can get away with it? Why not free-cast starcannons, pulsars and bombers at the same time?

I seem to recall that Maelstorm got nerfed. It now only damages ships without shields, doesn't it?


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