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Post by andres on Apr 20, 2018 10:28:20 GMT -5
Good evening, I will be fighting against genestealer cults this weekend. The opponent is an experienced player. We shall be playing 1500 points and with pure armies. We play with the rules of the FAQ in a fairly relaxed tournament with random missions (rolling 1st for the table then the mission). Since I have never fought against them I would like your advice on list building and tactics against them. I do not intend to bring some extremely competitive list but I wish to be able to stand my ground. Thank you in advance.
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Post by nutty on Apr 21, 2018 13:40:28 GMT -5
I haven't played vs genestealler cults this edition so there isn't a whole lot of advice I can give. Last edition the army revolved around inftrating and assaulting on the turn they did so. Providing they kept that theme going for 8th you know what to look out for. Assaulting units got a lot more going for them this editon, so you want to keep them from reaching your important stuff. Since they can infiltrate around 50% of their army and get a decent ammount of 1st turn charges off... you are going to want bubblewrap, and put some units (like scout sentinels) forward to make it difficult for your opponent to deploy those infiltrators in good positions. None of their units are particulatly difficult to kill, but there are a lot of them. The tricky part is hitting them before they take out your important units.
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Post by RedsandRoyals on Apr 21, 2018 22:52:12 GMT -5
I assume when you say "Pure" armies you mean he's not allying in Guard or Nids.
- As Nutty mentioned, bubblewrap is what you want. Give them flamers for overwatch work
- Positioning is really key because a 20-model swarm of genestealers can multi-charge a few units at once. You also want mutual support for overwatch, so you can dump as much fire as possible into any unit that runs into you.
- Bring AT. He can still take Russes, Chimeras, and Sentinels in a "Pure" list. Missile launchers may be the best compromise here since they can still toss anti infantry shots around as needed.
- Either ratlings or a command squad with sniper rifles wouldn't be the worst idea. GSC really relies on characters for buffs in order to hit like a brick when they do get into assault range. Being able to pick them off will help you enormously.
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Post by andres on Apr 23, 2018 3:45:19 GMT -5
Thank you all for your advice. Turns out he did not take our list building arrangement literally so I got beaten (thoroughly enjoyable game though) I see that the new rule of three will greatly humper infantry lists (lack of orders and lack of scout sentinels). It will be interesting to see what new ig lists are built to counter this development
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Post by nutty on Apr 23, 2018 4:28:07 GMT -5
Well with 3 Company Commanders, 3 Platoon Commanders, and possibly a special character officer... you shouldn't have to much trouble issueing orders. And you could still squeeze some more in using relics/warlord traits.
The FAQ in general is a bit of a let down for me... it prevents certain unbalanced builds from being used, but it affects so many other builds that would have been fine to play with/against.
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Post by andres on Apr 23, 2018 5:31:21 GMT -5
Well I usually run 12 infantry squad 3 hwt squads and 3-4 sws so I am at a loss :-( . Nevertheless I shall have to adjust (maybe bring some tanks or flyers for a change to fill the void)
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Post by nutty on Apr 23, 2018 11:00:01 GMT -5
The rule of three doesn't apply to troop choices though does it? So you'd only have to cut back on 1 SWS. Which you could probably replace with a Command Squad or some Scions depending on their role.
Overall I don't see it affecting the lists I use to much, although I might have to finish my roughriders and/or hellhound so that'll have enough FA choices for bigger games... or try and find a use for armourer sentinels.
My gamingroup and I tend to play 750 or 1000 - 1500 point games, so it's not much of an issue for me.
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Post by andres on Apr 24, 2018 4:33:43 GMT -5
Well I am not objecting so much to fewer hws sws. It is the cap in officers I cannot breach. When you can get 9-12 orders for 18 units it tends to be a problem....
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Post by nutty on Apr 24, 2018 5:05:30 GMT -5
I rarely order every infantry unit in my army, but if you really want to you can look into: - combined squads - special character officers - master of command - superior tactical training - Kell (especially combined with creed)
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Post by andres on Apr 25, 2018 4:43:52 GMT -5
Your advice is both thorough and concise. I will look into Kell more closely. Thank you Nutty
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Post by nutty on Apr 25, 2018 5:23:29 GMT -5
Your welcome, Creed & Kell aren't cheap but the combo does allow you to issue orders to 4-8 units on top your other officers. So they could help achieve your goal.
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Post by that1guy on Feb 22, 2019 10:11:46 GMT -5
I'd like to see this thread evolve with the new cults codex release. We must know our enemies in order to defeat them.
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Post by Julian Sharps on Feb 23, 2019 3:57:54 GMT -5
Fighting the disciples of the Star Children is futile. Only through salvation at the maws of these divine beings can we-
*head violently twisted to the side, snapping the neck*
The best way to counter the Genestealer Cults is to use their own tactics against them. Lie in wait until the opportune moment, and then ambush them when and where they are most vulnerable. Set aside your training in conventional warfare and embrace stealth and misdirection.
(This is my way of saying that the Genestealer Cults codex does a lot of the things Guard do, but better).
In all seriousness, though, watch out for Acolyte Hybrids and Metamorphs - with the proper application of stratagems, they can easily drop 10+ hand flamers within 3" of your units from ambush, which can and will ruin your day. They don't have the same access to a lot of the Guard toys like massed plasma or melta, or the Demolisher tier of Russ variants (not without allying a Guard detachment).
Snipers won't be of much use, as half the time their characters can fob off a wound onto a unit within 3" (6" if their warlord has the Alien Majesty trait), and their characters typically have enough wounds to absorb the damage their fellow cultists fail to jump in front of (they also have ways of restoring lost wounds and even killed models with clever application of CPs).
Your opponent may also use ambush blips to block your movement, as enemy models can't pass within 9" of one until it's revealed. They have stratagems to generate more blips than they have ambushing units (meaning they can decoy you with blips that have nothing in them), and other ways to even move some of them around before they're revealed.
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