Before I can comment on the number of activations your opponent had I would have to know the points scale you were playing under. For example in a 3,000 point game you will want between seven to ten activations (Or put another way 2.5 to 3.5 activations per 1,000 points fielded).
Any more then this and your vast amount of small units will be gone by turn two, and you will have trouble keeping that activation advantage into turn three, where it becomes real important. Any less then that and you will be collecting so many blast markers you wil never be rid of them and your entire army will maneuver with all the finess of a wounded slug by turn three, again that real important turn.
Battle Titans, which a Banelord is, are points hogs in most games under 4,000 points and it is often difficult to get your points worth out of them. Not impossible just difficult. Basically so many points are being tied up in one formation that it becomes difficult to hold your own objectivess and threaten the enemies objectives at the same time. In reality Titans are better support formations then they are true attacking formations as one will get a lot more out of them using them that way.
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Anyway, we're both getting to grips with the rules and would like some clarification on the (ex) pulse rule. I didn't realise it had been deleted and replaced with "All weapons that had the pulse ability now shoot twice".
I am assuming, I hope correctly, that you are both new to the game. Yes the original rule was that the Pulse weapons could fire up to three shots, and yes it has been changed to just two shots. Also the Eldar are no longer able to use Spirit Stones, which also helps to slow them down a bit.
Like the Eldar Army itself the Revenants are very powerful when they get to pick the ground they want to fight on. Stand in front of two Revenants, allowing them to hit you on Overwatch (You do know that Eldar cannot pop up and use Overwatch at the same time anymore another rule change to skimmers) is letting them pick their ground. However if the Banelord had caught them on overwatch, or CC, you would quickly learn how fragile the Revenants can be.
The Eldar Army fights the same way, real strong if they get to pick their ground. Use containment to bottle them up, taking away their chance to scoot, forces them to try to truely hold ground something they do not excell at.
Like the Cavalry of old the Eldar are very good at taking ground, almost at their leisure, but have a real hard time holding onto ground once it has been taken. A good Eldar commander brutilizes his opponent through turns one and two while ignoring position and objectives. Done well and you will find your opponent so shot up at the start of turn three he'll be unable to prevent you moving and attacking at will.
My Khorne Chaos Marines don't use any Daemons, zero. Instead they count on brute, raw, unrelenting violence to have their way with opponents. To accomplish this task they field three to four formations of Chaos Marines backed up by Havocs, one or two Bezerker Marine formations, two to three Bike formations, a Raptor formation (Just cause I like em), and a Death Wheel or two. Against Eldar my Marines and Bezerkers form a skirmish line to try and contain the Eldar while the rest wait to get their hands on them. Usually this happens by turn three and the fragile Eldar fall to the dreaded Khorne Gods (only to be sold later to Slannesh lol)
In any cases enough blathering Jaldon..................
Might I suggest going to GW's Specialists Games web site, go to the Epic Section, then to section where the Army Lists and new stuff is and reading the Article "Building and Using Epic-A Armies" It is a good primer for new players of Epic-A and will answer a lot of questions on how to build, field and then use any army effectively on the gaming board.
All the Best