Hi all, as well as making occasional complaints about balance problems I decided I should try and share some advice on playing the game.
This thread is a low-down on the ways in which I use the abilities of Eldar buildings. Feel free to share your ideas if you wish.
Magic Tricks and Technicalities
The Eldar have the following special abilities for their structures:
Fleet of Foot: Units within the radius of a Webway Gate gain increased movement speed (+2 for infantry units, +3 for vehicles and Elites) and increased shield regeneration as follows:
No FoF: +2/s
FoF with Shield Regeneration upgrade: +6/s
Webway Gate hotkey (Bonesinger) C, W
Note about Enhanced Battle Focus (Macha's Command): it is broken, and if you activate it even once it will break the Shield Regeneration upgrade from the soul shrine such that it will no longer take effect, even if you have already researched it. If you take Enhanced Battle Focus, forget about the Shield Regeneration upgrade; personally, I simply forget about Enhanced Battle Focus.
Relocate:120 second cooldown, relocate to anywhere that the building will fit within your vision range. To relocate to stealth cover, you must have a unit in the stealth cover to provide vision. All buildings, while relocating, continue their normal functions, be that producing units, upgrades or providing FoF. Hotkey Z
Connect Webways: Unlocked at Tier 2 for production buildings (not soul shrine or listening posts), or at Tier 3 for Webway Gates. Connect 2 buildings to teleport between them. Takes some time to activate; you appear around the edge of the building at the other end of your connection. 30 second cooldown, this appears to be a global cooldown for all of your buildings; however because it's relatively short, I rarely find it prevents me using the ability. When a building that is connected via webway relocates, the connection is re-established after the relocation is complete. It takes about 5 seconds to connect webways. Being aggressed does not prevent you from using a Webway Connection, but you are very vulnerable to AoE nukes while using one, so don't make a webway connection to move your units anywhere where your opponents are likely to be. Hotkey D
Webway Holo-field: This is a doctrine that gives your webway the ability to give stealth to itself and in a circle around itself for 30 seconds, with a 120 second cooldown (Wraithlord's Command does NOT reduce this cooldown, unfortunately). Affects all buildings within its radius; buildings don't get any combat timers and so are automatically stealthed no matter what. Units that are in combat or have been in combat won't gain stealth until they have been out of combat for 10 seconds, but units that teleport via webway or are produced while within the radius of the holo-field gain stealth. Units that enter stealth cover that is within the radius of the holo-field and are not attacking gain stealth from the holofield, so units that enter the stealth cover will still be unable to see them. Holo-field stealth can only be broken by Detection. Hotkey W
Improved Listening Post: This is a doctrine that gives your listening posts, AFAIK, +50% HP and +50% DPS. Only Eldar and Space Marines have this ability available to them. Hotkey (Bonesinger) C, R
Shuriken Grav-Platform: This doctrine gives you a turret that does approximately the same damage as a listening post (not improved). It costs some req and 60 power, which is too much for it to ever be worth having, especially compared to Improved Listening Posts.
Wraithlord's Command: Improved Webways: Increases the health of your webways and makes them regenerate health outside of battle; halves their relocate cooldown to 60 seconds. I don't recommend this doctrine; the holo-field is a much better way to protect your webways and structures, and the reduced cooldown is irrelevant by the time webway relocation becomes available to you, as you should have built enough webways that you have enough to warp around to where you need them.
Deployable Energy Shields: Another doctrine that gives you a buildable structure that costs 50 power, which is too much to be worth it. They would be better than turrets if they were available at T1, but they're not, so don't take this doctrine.