View Full Version : heaving problems with beating a sm on dmw
UniSystem
Mar 4, 2005, @ 08:39 PM
i play eldar and i just cant beat sm on this map banshees doesnt work coz they die too fast while beeing in the water (gives " - " to the defence)...
guardians also die pretty fast i just cant think on something that will work, i also tried reapers but scouts just ownz them and they just get into cc and then become uselles..
Shackled Phoenix
Mar 4, 2005, @ 09:17 PM
I've yet to have any problems with SM's on it, i just dive for the crit, switch to reapers, and use T&H, as to the scouts, that's why there's always that one WS squad waiting behind them to pop out. plus, if you hold the crit, you can see them coming and your shee's get a good run in while they are setting up.
UniSystem
Mar 4, 2005, @ 10:00 PM
yeah your rite, but i talk about an earlier part of the game when i get the first adpect squad lets say banshees, and the sm tries to take the cp i try to stop him and get totaly owned coz banshees die too fast in the water...
The Fell Hand
Mar 4, 2005, @ 10:01 PM
I find I'm usually kept out of mid early on. Sure water helps the scouts chew some banshee, but omg guided guards own scouts in seconds. Hope that helps for early game. As for later on, sticking to shees leaves you with the ONLY option of massing a huge, game winning assault, because a protracted war, or defending, will get you killed due to the water. Once things hold go reapers and tech.
amir
Mar 4, 2005, @ 10:33 PM
Lol i'm oposite i'm trying to figure out ow to beat fof banshes with chaos.
Shackled Phoenix
Mar 4, 2005, @ 11:16 PM
GL's and HBs... but admittedly.. it's FLipping hard.
ilia
Mar 5, 2005, @ 05:26 PM
lol Just dance your rines a bit in circles around the CL, and let the CL chew the shees. That, and the fact that CSMs do more damage in melee.
As for Uni's problem: DMC is a very SM flavored map. If you didnt die b/c of scout rush, you are better of turtling a bit and teching to prisms. Then jumping to their base and anhilating it. Then capturing the CP once their army has gone off middle.
amir
Mar 5, 2005, @ 06:11 PM
Notice the FoF ilia ? dance your rines around a bit and the banshees chop you cuz they out pace cl and rines.
ilia
Mar 5, 2005, @ 06:14 PM
No...
The Shees will take quite some time to kill the marines, during which they are stomped by the almighty CL. Just stop dancing once you got the enemy's shees in one spot and not chasing your 2nd marine squad. Send cultists if you need to. Your main goal here is to break one Shee squad via the CL. If the FS breaks one of your squads too - just dance it away.
Trust me.. The only reason I stopped playing Eldar was the fact that the chaos player would always overwhelm me with his FLed marines. Even as I was double aspecting.
Chaos > Eldar on the lvl I play on ;)
P.S. You can also follow Laser's suggestion, get a fast gen and turtle a bit with an upgraded LP. But I always prefer the hands-on approach.
Psy
Mar 5, 2005, @ 08:10 PM
first squad caps the furthest point closest to eldar in path to your base.
Pop a gen in meantime
Upgrade that lp.
Don't turtle you now have a better way to get heavy weapons and a better economy with a + in power as well.
5 things happen
1. economy is good
2. eldar is raped by the lp you can retreat to and not bother dancing vs shees
3. switch to asm or raptors pronto - generator should llow for armory
4. rape eldar lps, decap, or mess up aspect/shrine/webways
5. you can afford to have a squad running around capping for control area and/or t/h
works on most maps. This is how ork play anyway - cap the furthest point and pop as many buildings around it as necessary - you can't go past without heavy lossess.
You beat eldar 2 ways - rush and outnumber, 3 cheeze them with upgraded lps.
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