Genestealer cults might be a problem.

Discuss both Auxiliary, Allied and Aliens tactics
Dal'yth Shas'len'ra
Shas'Ui
Posts: 203

Re: Genestealer cults might be a problem.

Post#31 » Oct 07 2016 02:30

I played a mixed Tyranid and Gene cult list in a tournament back in August before their new codex came out, primary objectives ended in a draw, but I lost on secondary objectives(almost tied secondary too). Counter-striking was important that game with all my Crisis suits and my Ghostkeel starting in reserve.

Looking at the new cult ambush table, going first is probably better(and hope they don't seize like in my game) unless you have an Infiltration cadre then go second hold almost everything in reserve except the cadre.

Mind control... the only real counter is killing the model that has it before it can get in range(it does have a range right?).

Trying to think of counters to the point-blank infiltration possibilities has made me think of some interesting options. Most of them would only work vs. cult, but one I've been thinking about that would also work against Gene cult, is a Retaliation cadre and a Counter-strike cadre (in a dawn blade contingent or not), a Recon drone in a devilfish allows precision deep strike for the retaliation cadre near it and it is difficult to kill.

EmbraveYourInnerGeek
Shas
Posts: 41

Re: Genestealer cults might be a problem.

Post#32 » Oct 18 2016 01:56

If you will forgive the intrusion (I was a dedicated supporter of the greater good....but I've lapsed), I really don't think Tau need to worry about GSC.

I'm planning a GSC army. I've been reading the codex for the last week or so, and theory hammering various scenarios, and the one that always stumps me is Tau with lots of early warning overrides. Unless the GSC goes first, and rolls a bunch of 6s, a Tau army will absolutly wreck it. I just cann't see a way past intercept and smart missle systems. Even if the GSC player goes first, with a few units of kroot screening your heavy hitters, it's going to be a tough game for the Cult.

As others have said, the only option the GSC player has is to play strictly to the mission and almost forget about killing the Tau army.

Against any other foe, I think the Cult will be pretty strong, but Tau will be a real struggle.

EYIG

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CoffeeGrunt
Shas'Ui
Posts: 1122

Re: Genestealer cults might be a problem.

Post#33 » Oct 18 2016 05:20

That's a situation where they've specifically built a list to take down your force, mind. Also a Riptide firing EWO to kill a 50pt squad is hilarious overkill.

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Panzer
Shas'La
Posts: 1186

Re: Genestealer cults might be a problem.

Post#34 » Oct 18 2016 07:30

I agree. Tau are really good at list tailoring so it shouldn't be surprising for them to wreck GSC if they actually do so.
However I believe with the right list and tactic GSC would be able to take care of EWO Crisis. They have enough access to tanks after all and you don't HAVE to infiltrate near the Crisis if it would kill you.

fraction64
Shas'Saal
Posts: 135

Re: Genestealer cults might be a problem.

Post#35 » Oct 18 2016 12:41

Well with EWO being broken cheap at 5 points why wouldn't you always take it? Especially when it protects your army from a ton of very powerful tactics.
Now if you were to say that sky fire was a given I'd be more skeptical.

EmbraveYourInnerGeek
Shas
Posts: 41

Re: Genestealer cults might be a problem.

Post#36 » Oct 18 2016 12:56

CoffeeGrunt wrote:That's a situation where they've specifically built a list to take down your force, mind. Also a Riptide firing EWO to kill a 50pt squad is hilarious overkill.


Not really - Riptide wing with SMS and EWO is a pretty strong all comers list at the moment, at least in the UK. I was at a 2 day, 6 game tournament last weekend. Thirty six players 9 tau players all of whom were running Riptides with SMS in Riptide wings. There were over 30 Riptides. Now I don't know how many of them had SMS ... but I would be willing to bet the vast majority.

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Panzer
Shas'La
Posts: 1186

Re: Genestealer cults might be a problem.

Post#37 » Oct 18 2016 01:56

Yes EWO SMS/Iontides are pretty much the standard for any halfway serious Tau list right now. Especially in a Riptide Wing. Most of the time it's probably enough for them to just use the SMS as interceptor and the Ion weapon in the actual shooting phase for other targets.

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CoffeeGrunt
Shas'Ui
Posts: 1122

Re: Genestealer cults might be a problem.

Post#38 » Oct 19 2016 06:14

Really? I take Fusion Blasters for the AT ability, personally. Then again I haven't gone near a tournament, so I don't have to worry about pandering to a a meta. :)

wighti
Shas
Posts: 20

Re: Genestealer cults might be a problem.

Post#39 » Nov 17 2016 09:08

So now that the dust has settled a bit what's people's take on the cult?

The cult is gonna absolutely change the meta with its potential to absolutely annihilate it's opponent on the first game turn and it's ability to dominate the maelstrom and eternal war missions. Having said that Tau are probably the one army that's best equipped to deal with the genestealer cult.

Who goes first is plays a massive role on how the game will proceed. When going first you can pick out the units that are going to charge you and try to block as many units from going reserve as you can. Kroot also play an integral role in this match-up. If you cannot prevent the cult from getting into combat with your heavy hitters you're pretty much handing the game to your opponent. I'd recommend atleast 2 units but there's no shame in bringing more.

If you survive the first turn things usually start pick up in Taus favour. Being able to intercept, and overwatch if needed, the units that are charging you from reserves should buy you enough room to get in the game. The drone-net is worth its weight in gold with the intercepting markerlights.

In a more competitive environment I've found the Piranha firestream wing to be absolutely devastating in this match-up. The shooting from the drones works well against them since most of them are, apart from the purestrains, T3 with a 5+ save. More importantly they allow you to keep making wrapping around your hammers and plug any possible charge lanes to your workhorses.

My personal opinion about the cult is that they're just what this game needed. Cool rules, really competitive and can murder almost any deathstar with a few key rolls in the beginning of the game. More than likely were gonna see other armies finding the need to spend points on wrap units to protect their other units which again plays in favour of Tau.

What about the rest of you? What have you found to work and what doesn't?

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shasocastris
Shas'Vre
Posts: 902
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Re: Genestealer cults might be a problem.

Post#40 » Nov 17 2016 11:24

I have not played against them yet (I will soon!) but I imagine that a lesser known tactic the Tau have will be devastating against the cult.

The ingredients are:
at least 3x crisis suit with 2 flamers, early warning override
1x promethium pipes

This grants you 6 flamer templates that have interceptor and torrent. I've used this against all sorts of armies, from daemons to skyhammer forces. The results are awesome. Models deep striking (even deploying from a Drop Pod) are excellent targets for a torrent flamer. And though they are low S/AP, they are very cheap. I've regularly taken 6 of these suits and wiped out either the shooting or assaulting half of a skyhammer.

Against genestealers, this will be even better, since they are low T and 5+ save. And if they do try to charge, we still have our D3 hits per flamer overwatch that benefits from Supporting Fire.

Cheers!

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