From calcs. =) Ingame data and damage mitigation formula. You need 9 shots to kill DA with best Gold loadout 295ehp/120t and 20 shots to kill 380ehp/130t SM. If both buffed - eldar win this by TTK, because this LSM loadout cant have modded boltgun, only stock. But if you will use more viable 360ehp/130t loadout LSM can use CQC+AP an this will win Eldar. Even in this case LSM need 8 shots to kill DA. So it is still 3 eldar for one magazine. ASC kill LSM in 20 shots... No, it was said about trades without Protect. It is not always comparable because apothecary and warlocks fill their role in different ways. Actually, in small groups you will lose, because warlock can't do his job. And this is WHY I said - Eldar capable for front fighting. If you try to compare buffed units - you need keep them buffed with enchance. LSM forced to use their survival vial or skulls to counter that. You still can win vials but skulls need to be destroyed. Eldar can use Protect for this. Skulls can't be use properly in attack. Protect more viable for this but still defensive tool.
Right, let me just waste 30 shurikens on a servo skull when there are three in the room that tacticals have plopped down. All while trying to duel with said tacticals and the apothecaries packing bolters. And if I down one, zombie grenade just picks him back up. While the Warlock has to completely remove all added weight of fire to use jinx, and affects one target and targets within 1m of that target, instead of every single target in a 15m radius of a dropped item. The best way to destroy a skull is with a heavy melee from a chainsword, power sword or witchblade and yet, they are immune to melee lock so your chances of hitting the damned thing are about 50/50 Every faction that plays against LSM understands servo skulls have to be destroyed, because it's an unfair advantage, that tacticals get, on top of their support class, but servo skulls are so annoying to remove as to make it impossible and most players just ignore them until after the fight is over. Meaning the Space Marines had an unfair advantage for the whole engagement. I don't even know if grenades/explosives work against servo skulls, but having to use a valuable grenade to destroy the damned thing is insulting when it's just a skull on a stick, and most teams don't pack reaper launchers to breach cap points. If Tempest Launchers work against skulls, it's just all the more reason to lean on that crutch.
You really don't know what to do. =) You have high damage to finish any faster then in half sec. Every can play mass revive, but it works only if you ignore bodies. Yes, warlock can mass revive too. Briliant. All of LSM will go closer to see process. Best way... Wait a second. If it would be Bunshee Squad under Protect who suppress tacticals\apothecaries... MB you right! =) So, 150-160t from orks and spikies is not "unfair advantage"? Or 50% damage mitigation from Eldars Protect is not unfair? Or you just blind man, who rush into deathtrap? Ignoring skull... sometimes you can do thing like this, really... All factions can even win this, because effective attack never performs against full team of defenders. For information - explosives works good! But you haven't good explosives... =3 Insulting Skulls... I need to write this somewhere. You need to use it against enemy! *facepalm* Yeah-yeah, i remember, boltguns and apothecaries... Fear so much.
I didn't understand most of what you said. Sorry. A warlock always has embolden (mass revive) or revitalizer, the increased healing for a single target+touching targets, but can only pick between Enhance, Protect and Jinx. To have all three, you have to have 3 locks, where a similar team of four space marines can have 3 tacticals with servo skulls, which all act like Jinx, except to every target in a large radius and don't impede firepower and are difficult to remove + an apothecary with rez grenades and vials while still carrying a superb standard infantry rifle while Eldar support can't even take the shuriken catapult. Orks and Spikies don't get protect. Their toughness is to make up for increased damage taken from Eldar w/ jinx and Space Marines with servo skull, and if the plot you posted is accurate, 150 toughness vs a 100 pen weapon +servo skull doesn't even make up the difference. Spikies and Orks still take 10% more damage than they would with 100 toughness vs 100 pen
Actually you just don't read my previous posts. =) 1. LSM need a lot of apothecaries to keep team in line (survival vial) and keep healing. In this time Eldar need to keep team in line with small amount of warlocks to compensate weapons lack (enhance damage buff). If both teams do their job they will have near equal parameters. 2. Protect negate ALL skulls, so you need it in moment of push. 3. You still have Jinx for some hard targets. 4. Proper strike will hit barely guarded objective and you will have local advantage in numbers. I actually don't know all their stuff, but their toughness is just permanent equivalent of Enhance and Survival Vial. But actually they have AC and Kannon, excellent heavy weaponry. This weapon doesn't need any "Jinx'n'Skull".
Right you are, yep. It's 3 vs 2 in that situation. Though it's 22 shots to kill the Marine with the Shuricat, unless your DA is using the Impact Accelerator. Okay, I must have misunderstood what you meant.
That means you need three (3) different warlocks in same time and in same place. You should know how bullshit to spam buffers instead combat units. Ah except you are apo with tactical marine possibilities that grants you will not lose firepower if spawn more heal units. Eldar usually have 1 walock in group with enhance only. rarely two but with same - enhance. because other powers is not viable as your team need fucking buff everytime, not a stupid jinx or protect
Are we talking about pugs? =) Why you even talk about SPAM of buffers? Oh... I rarely see even enhance in PUGs. So, well organised Eldar not so well organised as they told to us? =) You need all of them for reasonable purposes. - 1-2 Enhance to buff strike team. IF you well organised it is not so hard, because it is your back line. This kind of warlocks can use Renewer for ranged AOE heal. - 1 Protect to support your front line OR heavy team, for example. Another 50% damage mitigation for ALL troops would be to much, so you need to decide where this resource needs to be right now. Embolden will be best. - 1 Jinx to debuff enemy frontline. It is AOE debuff, like servo-skulls, but doesn't have cooldown, mobile and can be cast from long range. Actually you have 3-4 people who focused on supporting team and this is not bad. But this people need to know why and where they need to be.
1-2 Enhance Warlocks are usually in most matches, even pugs. It's the most used secondary spell because it's simply the best one. Protect is rare to see, even in organised play, because of how short ranged it is. Noone is going to clump up to benefit from it, that's just begging to be hit by a grenade/plasma cannon/kannon/any AoE. The most use it'll likely see is buffing a Reaper nest against incoming fire. Jinx still serves a purpose, I'll agree with that. It's still a strong utility ability, but you're painting a target on yourself as soon as you cast it, if the enemy knows what it is and what it does then they'll fire at you to make it stop. In all of your hypothetical situations you seem to be forgetting that if all of these people are playing Warlock, then you're losing out on 4, maybe more, people worth of firepower, a tradeoff that LSM don't have because of bolter Apothecaries. The most perfect situation where all of them get to play their roles and they're giving the maximum benefit will probably never come around outside of a scripted scenario, so it's best to just take another DA.
Let's not forget how quickly you lose charge trying to hold cast protect lol I'm not sure how long time-wise you can hold it, but once thats done you're nearly useless (sht pistol,cant heal) till you can charge back up. And im guessing to get the most chrage/charge regen you'll have to take no armor or anything and be downed twice as fast. In those hypothetical situations you'll need more than 4 warlocks because the only way to get one back up without losing suppression fire (or having enough charge) is have another warlock lol.