For those of you who haven't seen it, here's a copy/pasted article of Jellys run-through of Eldar openings in 1v1.
There's also a link of the full article here: https://www.gamereplays.org/community/Collected_1v1_Openings-t1000940.html
Nice work from Jelly and the article includes openings for the rest of the races as well. Dated 19th july.
Fast Soul Shrine
Fast Warrior Portal, Soul Shrine, forward webway
Dire Avenger-centric army fortified with a quick HP upgrade.
Add Dark Reapers for structure damage.
Add battle focus regen/weapons 1 or rush tier 2.
HP upgrade bug can be abused to replenish all of your unit's shields to full immediately after a fight.
Dire Avengers trade well against most ranged units.
Weapons 1 can accentuate Dire Avenger's high burst dps.
Even with the HP upgrade your battle focus will regenerate at the same slow rate.
Poor structure and generator damage.
Any upgrade taken will delay your falcon.
Fast Quick Strike
Same as Fast Soul Shrine but with banshee spam.
Rush the Quick Strike upgrade and 4+ banshee squads.
Quick strike can delete squads if aimed well.
Banshees can overwhelm ranged armies in sufficient numbers with good positioning.
Good generator damage.
Heavily delays your tech.
Execution intensive. Banshees are squishy and unforgiving.
Banshees are easily kited until you have the upgrade, especially out of fleet-of-foot.
Banshees are doctrine-hungry.
Hyper-aggression seeks to take the opponent’s resource points immediately by relocating the warrior portal deep in enemy territory.
Striking Scorpions are essential. Cataclaw usually builds an elite generator before any resource nodes to get them out a bit faster.
Single banshee can threaten the enemy’s generator if they’re caught out of position. However, a fast gen kill is not the objective — resource starving is.
Finish off opponent with a fast falcon.
Prioritize infantry upgrades over vehicle's.
Great for punishing opponents who don’t slot their 2-point elite.
Constant aggression allows you to forsake defense. Less LPs, more squads.
Not good on tight maps such as Charon’s Rest. Mork’s Mire also has an easily defended trinode.
Puts your structures at risk. Bad fights will put you in double jeopardy.
Opponent can transition to a base-race if he catches on early.
1kn0wfear’s Infinity Rush
Scorpions, Macha, Jain Zhar
Immediate listening post on a high yield power node and dire avenger squads to buy time.
Early turtling and investment in power allows fast tier 2 infinity portal wraithguards.
Main objective is to pre-empt Nobz and destroy them with wraithguard.
Rift Blast doctrine is essential, allowing wraithguards to melt infantry squads.
Unusual. Many Ork players will not be prepared for their nobz to deal no damage and their tankbustas to melt.
Wraithguard have great synergy with Macha, attracting melee targets into Psycher’s blast.
Wraithguard are easily tied up by slugga squads, rendering them useless unless your other forces can peel them off.
Wraithguard are extremely slow out of Fleet of Foot, making your offensive fairly predictable.
Not good against Killa Kans. Gorgutz can also be a problem.