+ Scouts become infiltrated in T1 and are very dangerous when equipped with sniper rifles or T2 plasma guns.
+ Scull probes can both detect, be infiltrated and be attached to squads. They also possess an ability that disables a single building or vehicle for 15 seconds (the probe is destroyed in the process).
Tau infiltration units
Stealth suits are Tau’s main scout, capper and at T2 anti-vehicle units.
Devilfish is both a transport and a good anti-infantry vehicle
Tau Commanders Snare trap is one of their deadliest weapons, it becomes infiltrated 8 seconds upon deployment.
Burrowed Drones become infiltrated, and when an enemy passes from their AoE (10) they un-burrow and engage the enemy, dealing 50-100 damage in the process.
Orks infiltration units
+ Gretchins are Okrs’ builders, they can be used to repair vehicles and buildings while infiltrated and thus increasing time for or denying destruction.
+ Tank bustaz are Orks’ early AV units, and with infiltration can take down vehicles or your whole base without much effort.
Eldar infiltration units
+ Rangers are cost effective, deadly and combined with FoF (fleet of foot) can have a devastating effect on your troops.
+ Eldar can hide whole bases with this combination, turrets, LP2s or LP3s can obliterate your army without understanding why or from where.
Necrons infiltration units
+ Necron Lord and Veil of darkness can pretty much hide every troop around him in a radius of 20 as far as Necron Lord has 50% of his hit points. Devastating if used right with a Restored monolith.
Imperial Guard infiltration units
+ The Vindicare Assassin can instakill almost any single unit and even heroes or Demon Prince in a few shots.
Chaos infiltration units
+ This combination in T3 along with plasma pistols can take you in a whole new world of pain.
+ These only look weak, in fact equipped with grenade launchers or plasma pistols can be excellent back up plus detectors, or simply a way to harass your enemy’s forces while fighting elsewhere.
First thing you need to do in order to counter an infiltration strat is to actually see or guess that your opponent will use one. There are 3 ways to do this:
The easy way: Send a cultist squad in his base but don’t try to kill anything unless it is very easy to do so and observe the signs... SM will have 2 gens and an armory, plus many scouts will be pouring out of his base. Eldar will probably be harassing you with rangers already, if you don’t see dark reapers or banshees be ready for some headshots. Necrons don’t have the ability/relic until T3 so you have plenty of time and battle ahead so don’t invest in anti-infiltration Tau will surely have some stealth suits, and later on most players will surely use devilfish for transport or harassment, the task in this is simple... invest in anti-infiltration, search and destroy, by killing his stealth suits you are crippling his eco, plus his anti-vehicle options in T2. Vs Orks some good placed tainted auspex should be sufficient to both detect gretchins, and have some detection entry points versus tank bustaz. Imperial guard’s Vindicare assassin isn’t available before T3 so here you have plenty of time also. Chaos gets the infiltration ability in T2 but signs of his infiltration strat lie in his overuse of cultists and his armory building, be ready to counter with cultists (+unholy sight) and Chaos sorcerer to hold them (Chains of torment) and disrupt them (Doombolt or by teleporting behind them).
The hard way: In this you will have to act upon the deployment of his infiltrated units, this takes swift action of you in the following order. Hide your builders until you can protect them, try to preserve your cults in order to give them Unholy sight, produce a Chaos lord or tech to T2 to get a Chaos sorcerer. It is very hard to change your strat after you have “sensed” invisible units, but it can be done with some tricks. A mine, is your best friend, it is invisible and almost all infiltrated units will be running around your base, place it in front of a listening post or in the base entry point and watch them fly, the enemy will most likely be forced to retreat giving you time to react. A turret, good detection radius and killing capabilities, none T1 invisible units can withstand it. Good placement of tainted Auspex, choke points and near Strategic points are the best places, also near or inside their base to keep an “eye” on them, remember it takes 5’’ to become infiltrated and 45’’ to cooldown so use them wisely.
The way of the force: You are a genius in math about possibilities, a psychic, a Jedi, or simply a lucky fella. You can “sense” when an opponent will use infiltrated units, the task here it’s an easy one, just keep doing your normal strat and only invest in some anti-infiltration or an extra cultist squad to tie up infiltrated units and provide a detecting meat wall for your army, T2 here will make things even easier, just delay him until Chaos sorcerer and Khorne berserkers arrive.
The moment of truth, your opponent has decided to use infiltrated units and you know it. What do you do? Reveal them! Unit detection: As mentioned before there are several units that you can use in your arsenal, first off there is the cultist squad enchanted with unholy sight. Your cultists do 9.9 DPS (damage per second) to infantry medium units (scouts, stealth suits, cults), 5.4 to infantry heavy (rangers) and 4.9 to infantry low (gretchin). That means that if reinforced can take down most of the T1 infiltrated units, that are either much fewer in numbers or do way too little damage in close combat. What you need to do is provide your cultists some cover from other units like Tactical space marines, guardians or shootas that will try to save their infiltrated investment. With constant attention and reinforcement you can disable their infiltration strat and left them with some T1 units that can’t do what they were created for, remember it’s good to kill them if you can but also making them unable to harass you is one of your primary objectives.
Building detection: Mines, turrets, Auspex devices can be used to reveal a foul play by infiltrated units.
Mines are good for disrupting the invisible units and it also causes a feeling of unrest to the opponent, mines ought to be placed either in choke points, entry points, near important buildings or passages, there they pay up the most.
Turrets are best to be build early so that no infiltrated unit can by pass them and kill your builders or worse... turrets also can be used as a way to cut off access to your base.
Tainted Auspex devices, it costs only 15 energy and can be of great help especially early game, it can both detect and offer LoS near choke points, relics, strategic points, or critical locations. Moreover its fast cooldown time makes it easy to have a good view of the map and of what is going on. Moving units near infiltrated ones and then deploying an auspex will catch the units off guard and if your opponent lacks speed or concentration he is in for a good surprise.
Anti-infiltration:Trick so that you will not be tricked...
When your cultist become broken (moral below 8) they run faster and can tie up even rangers with FoF, or scouts, they deal almost no damage but with reinforcement they can keep those units occupied and stuck in melee combat. So instead of retreating and losing even more... fight to the last man and the last round!
You can build a turret until 90-99% and if you see no rush or harassment you can delete it for a full refund, or if you see a rush go on and finish it.
By throwing Tainted auspex near LP2s you are actually making them excellent detecting and killing machines.
Try to hear invisible units, some units make some slight sounds like when a sniper rifle takes a shot or when FoF is activated or even when stealth suits activate jump packs, so open your ears and try to move your units away from those sounds, or towards them if you have anti-infiltration units.
In T2 cultists can become invisible too, so that they harass the other infiltrated units more efficiently.
Tainted Auspex devices can be put into SPs, Critical locations or Relics and provide with LoS without the enemy to notice, especially if they build uppon them.
"You can't kill what you can’t see..."
Well you can...if you know the way!
+ Cultist squad and Unholy sight (this is a very tricky unit as it can both infiltrate and detect)
Chaos Sorcerer
+ Chaos Lord can’t actually detect but he gets the Tainted Auspex ability that allows him to throw an Auspex device that detects.
- Area of effect: 17
- Throwing range: 15
- Cooldown: 45’’
- Cost: 15 energy
The Auspex device becomes infiltrated after 5 seconds, Tainted Auspex also provides LOS (line of sight) in its AoE (area of effect).+ Demon prince detects with Tainted Auspex like Chaos Lord.
OR Like all turrets, Chaos turrets also detect with a sight radius of 35.
Space marines infiltration units
+ Scouts become infiltrated in T1 and are very dangerous when equipped with sniper rifles or T2 plasma guns.
+
Scull probes can both detect, be infiltrated and be attached to squads. They also possess an ability that disables a single building or vehicle for 15 seconds (the probe is destroyed in the process).
Tau infiltration units
Stealth suits are Tau’s main scout, capper and at T2 anti-vehicle units.
Devilfish is both a transport and a good anti-infantry vehicle
Tau Commanders Snare trap is one of their deadliest weapons, it becomes infiltrated 8 seconds upon deployment.
Burrowed Drones become infiltrated, and when an enemy passes from their AoE (10) they un-burrow and engage the enemy, dealing 50-100 damage in the process.
Orks infiltration units
+
Gretchins are Okrs’ builders, they can be used to repair vehicles and buildings while infiltrated and thus increasing time for or denying destruction.
+
Tank bustaz are Orks’ early AV units, and with infiltration can take down vehicles or your whole base without much effort.
Eldar infiltration units
+ Rangers are cost effective, deadly and combined with FoF (fleet of foot) can have a devastating effect on your troops.
+
Eldar can hide whole bases with this combination, turrets, LP2s or LP3s can obliterate your army without understanding why or from where.
Necrons infiltration units
+
Necron Lord and Veil of darkness can pretty much hide every troop around him in a radius of 20 as far as Necron Lord has 50% of his hit points. Devastating if used right with a Restored monolith.
Imperial Guard infiltration units
+ The Vindicare Assassin can instakill almost any single unit and even heroes or Demon Prince in a few shots.
Chaos infiltration units
+ This combination in T3 along with plasma pistols can take you in a whole new world of pain.
+
These only look weak, in fact equipped with grenade launchers or plasma pistols can be excellent back up plus detectors, or simply a way to harass your enemy’s forces while fighting elsewhere.
First thing you need to do in order to counter an infiltration strat is to actually see or guess that your opponent will use one. There are 3 ways to do this:
The easy way: Send a cultist squad in his base but don’t try to kill anything unless it is very easy to do so and observe the signs...
SM will have 2 gens and an armory, plus many scouts will be pouring out of his base.
Eldar will probably be harassing you with rangers already, if you don’t see dark reapers or banshees be ready for some headshots.
Necrons don’t have the ability/relic until T3 so you have plenty of time and battle ahead so don’t invest in anti-infiltration
Tau will surely have some stealth suits, and later on most players will surely use devilfish for transport or harassment, the task in this is simple... invest in anti-infiltration, search and destroy, by killing his stealth suits you are crippling his eco, plus his anti-vehicle options in T2.
Vs Orks some good placed tainted auspex should be sufficient to both detect gretchins, and have some detection entry points versus tank bustaz.
Imperial guard’s Vindicare assassin isn’t available before T3 so here you have plenty of time also.
Chaos gets the infiltration ability in T2 but signs of his infiltration strat lie in his overuse of cultists and his armory building, be ready to counter with cultists (+unholy sight) and Chaos sorcerer to hold them (Chains of torment) and disrupt them (Doombolt or by teleporting behind them).
The hard way: In this you will have to act upon the deployment of his infiltrated units, this takes swift action of you in the following order. Hide your builders until you can protect them, try to preserve your cults in order to give them Unholy sight, produce a Chaos lord or tech to T2 to get a Chaos sorcerer. It is very hard to change your strat after you have “sensed” invisible units, but it can be done with some tricks. A mine, is your best friend, it is invisible and almost all infiltrated units will be running around your base, place it in front of a listening post or in the base entry point and watch them fly, the enemy will most likely be forced to retreat giving you time to react. A turret, good detection radius and killing capabilities, none T1 invisible units can withstand it. Good placement of tainted Auspex, choke points and near Strategic points are the best places, also near or inside their base to keep an “eye” on them, remember it takes 5’’ to become infiltrated and 45’’ to cooldown so use them wisely.
The way of the force: You are a genius in math about possibilities, a psychic, a Jedi, or simply a lucky fella. You can “sense” when an opponent will use infiltrated units, the task here it’s an easy one, just keep doing your normal strat and only invest in some anti-infiltration or an extra cultist squad to tie up infiltrated units and provide a detecting meat wall for your army, T2 here will make things even easier, just delay him until Chaos sorcerer and Khorne berserkers arrive.
The moment of truth, your opponent has decided to use infiltrated units and you know it. What do you do? Reveal them!
Unit detection: As mentioned before there are several units that you can use in your arsenal, first off there is the cultist squad enchanted with unholy sight. Your cultists do 9.9 DPS (damage per second) to infantry medium units (scouts, stealth suits, cults), 5.4 to infantry heavy (rangers) and 4.9 to infantry low (gretchin). That means that if reinforced can take down most of the T1 infiltrated units, that are either much fewer in numbers or do way too little damage in close combat. What you need to do is provide your cultists some cover from other units like Tactical space marines, guardians or shootas that will try to save their infiltrated investment.
With constant attention and reinforcement you can disable their infiltration strat and left them with some T1 units that can’t do what they were created for, remember it’s good to kill them if you can but also making them unable to harass you is one of your primary objectives.
Building detection: Mines, turrets, Auspex devices can be used to reveal a foul play by infiltrated units.
Mines are good for disrupting the invisible units and it also causes a feeling of unrest to the opponent, mines ought to be placed either in choke points, entry points, near important buildings or passages, there they pay up the most.
Turrets are best to be build early so that no infiltrated unit can by pass them and kill your builders or worse... turrets also can be used as a way to cut off access to your base.
Tainted Auspex devices, it costs only 15 energy and can be of great help especially early game, it can both detect and offer LoS near choke points, relics, strategic points, or critical locations. Moreover its fast cooldown time makes it easy to have a good view of the map and of what is going on. Moving units near infiltrated ones and then deploying an auspex will catch the units off guard and if your opponent lacks speed or concentration he is in for a good surprise.
When your cultist become broken (moral below 8) they run faster and can tie up even rangers with FoF, or scouts, they deal almost no damage but with reinforcement they can keep those units occupied and stuck in melee combat. So instead of retreating and losing even more... fight to the last man and the last round!
You can build a turret until 90-99% and if you see no rush or harassment you can delete it for a full refund, or if you see a rush go on and finish it.
By throwing Tainted auspex near LP2s you are actually making them excellent detecting and killing machines.
Try to hear invisible units, some units make some slight sounds like when a sniper rifle takes a shot or when FoF is activated or even when stealth suits activate jump packs, so open your ears and try to move your units away from those sounds, or towards them if you have anti-infiltration units.
In T2 cultists can become invisible too, so that they harass the other infiltrated units more efficiently.
Tainted Auspex devices can be put into SPs, Critical locations or Relics and provide with LoS without the enemy to notice, especially if they build uppon them.
Vs Tau (Usage of Tainted Auspex)
Vs Chaos Invisible cults (plus invisibility backfire)
Vs Eldar cultists chasing rangers
Vs Space marines using invisible scouts and plasma guns
Vs Eldar (usage of cultists and tainted auspex)
This post has been edited by midnight71: Aug 30 2007, 20:25 PM
Posts: 2,461
Game: