All weapons have a very good chance of catching a running Eldar directly out of a melee, honestly anyone for that matter. I will not tell new players to flee over open ground when it's likely going to kill them when they have a better chance, and wll likely get better at the game, if they fight instead. Are there situations where they'd be better off running? Yes. Better to do it before melee though. Until they learn when exactly to retreat, which is a skill to itself they'll have to develop, I will not tell them to do something that's going to get them killed more often than it will help them.
@Gazrick A lot of people seem to think that disengaging from a melee fight is easy for Eldar, but it rarely is. More often than not you rely on climbing and vaulting to do it, which as Demetri stated means positioning is super important. Over open ground pressing evade and then running away or dbashing pressing evade and then running away generally gets you light attack stun locked to death. I have not had much chance to see how the changes to dbash affect fighting against Orks, but seeing as these days 95% of our games are versus LSM their light attack spam is basically impossible to escape. Due to having lower tier weapons Eldar have to rely on better positioning through out the fight, good use of dbash and evade to get hits in and quite often working alongside competent team mates that can position properly to hit or shoot the enemy at the same time as you without getting in your way or friendly firing. By far the most effective strategy is co-ordination with team mates which is why almost every post I make on these forums or answer I give when asked on stream for tips is that people should make friends and join clans. The game is intentionally designed with teamwork in mind and is vastly more enjoyable when played in a warparty on comms. Eldar need good teamplay more than any other faction because our classes are considerably less versatile. I have something like 200 friends on Steam specifically from EC and most of them I have added from seeing them play well in games or by playing with clans. A lot of the experienced and skilled players in this game (and their clans) are happy to play with new players and players from other factions and even have them on their voice chat servers. For example WP, WBZ and LASH even share the same TS3 server and regularly play together on any of the factions. Plenty of good players will be happy to take the time to train new players who are willing to learn, it is the players that are not willing to learn that piss us off! @Demetri_Dominov One of the main things you should add is a section on how point captures, extra time and influence work. On defense I very often see pubbers neglecting to defend a point the enemy needs for time in favour of capping one they have already gained time from. As much as it is lame redeploying at the correct times is incredibly important and this is particularly the case when needing to defend points. On attack if you quickly take 2 capture points on a control map, you can win with about 4-5 minutes to spare just by holding those because LSM in particular will often have the vast majority of their team sit on the third point expecting you to try to take it for time. Very often I see new players thinking they have to take all points at least once to win and what ends up happening is the enemy have all bar a few guys defend the third point and then send the few others off to back cap the 2 points you have. Even if they do not finish capturing them just contesting them often enough can force you to need the extra time from the third point to win and then the entire enemy team can just camp the third point and laugh at you. If you want to win you should always be thinking how does what I am currently doing help my team to win, because going to the wrong point or chasing kills off into no man's land can be very costly and this is incredibly infuriating to see people do on the ticket based maps when you are on defense! I would put a lot more emphasis on how squishy our tanks currently are. If you see an anti vehicle weapon that you cannot roadkill quickly you should just leave the area until a team mate has killed them. Even more so if you see a grav cannon get the hell out of there immediately, those things are almost a guaranteed kill on Eldar vehicles right now. The slow is so ridiculous that even Eldar tanks can barely move when it is on them so trying to run over grav cannons is generally not a good idea. Also a major thing that new players do wrong is ignoring chat and not giving squad lead to the experienced players when they ask for it. If you are in a game with a clan premade don't move their tanks that is a fast way to piss people off and get yourself kicked from the game because one vehicle moved at the wrong time or to the wrong place can cost you the entire game.
But you reckon taking on 3 enemies in melee when they're alone likely won't get them killed? Alrighty then.
To put it more simply learning to position yourself so you have an escape route like a box or railing and how to intelligently fight your way out of a situation is a much more sensible thing to do than just trying to run in a situation that cannot be ran from.
I'll leave a tip for Striking Scorpions: Always heavy attack. It's almost as fast as the fast attack, and kills people in 2-3 hits. (Bonus damage on stealth back attacks.)
Better to stand and fight and, hopefully, tie up your enemies for an extra few, possibly crucial, seconds, than to run and die almost instantly. Plus you're learning.
I don't recall talking about attempting to run from a situation that cannot be ran from? You have as near as damn it quoted me - I suggested that Eldar have the greatest ability to engage and disengage their foes in melee and this should be used to best effect. I'm not talking about running over an open space with no ability to escape. I'm talking about vaulting, running around corners, breaking line of site etc all of which I believe give a higher chance of survival than trying to teach a new player how to solo vs 3 enemies in melee. Why would running mean immediate death? I'm not saying this out of spite or to annoy you guys - I genuinely think you're missing a trick if you don't use your speed to your advantage. Less so with a Scorpion I suppose (unless it's to run around a corner and disappear). Lets put it like this; if you see a "heavy" melee user - a Klaw, Fist, Axe or Mace - you should be able to get out of there. I know for a fact that the light attacks of the Klaw and Fist will never catch a sprinting Eldar. I can attest to this with hundreds of hours trying I won't go on about this anymore, I feel like I'm upsetting some people here when the intention was to just give my advice based on what annoys me as an enemy player. If you want to stand and fight me and 2 of my Orky bros in melee, I will welcome it with open arms/Klaw.
@Gazrick Fair enough I have been playing a lot of Eldar this week and getting very frustrated with our pubbers so I am a little exhausted and maybe misremembered what you had written. However most melee weapons used correctly can catch Eldar that try to rely on pure run speed to exit melee. Generally not fists and klaws though. Eldar do often get rather frustrated by players from other factions saying that our hitboxes and movement speed make us too hard to kill so maybe I was accidentally letting some of that annoyance come out in the subtext of what I was saying, but it was not intentional. I am always up for a good discussion of the game.
You were describing a 3-on-1 though. Even if you run, there's a pretty good chance you'll still die, if the enemy just shoots you with their sidearms. You could be right about Fists/Klaws though, good advice. It's slightly easier to escape since they improved the Dire Avenger DBash stun duration, I should note. Still not likely to survive a 3-on-1 though.