Explore GameReplays...

Dark Crusade

Chaos Anti-Infiltration Guide*

Reply to this topic Start new topic
# 1midnight71 Aug 24 2007, 23:24 PM
Chaos anti-infiltration techniques

"You can't kill what you can’t see..."
Well you can...if you know the way!




Anti-infiltration: Detectors


Attached Image + Attached Image Cultist squad and Unholy sight (this is a very tricky unit as it can both infiltrate and detect)

Attached Image Chaos Sorcerer

Attached Image + Attached Image 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).

Attached Image + Attached Image Demon prince detects with Tainted Auspex like Chaos Lord.

Attached Image OR Attached Image Like all turrets, Chaos turrets also detect with a sight radius of 35.

-------------------------------------------------------------------------------------------------------------------------------------------------------------


Anti-infiltration: Know thy enemy...


Space marines infiltration units

Attached Image + Attached Image Scouts become infiltrated in T1 and are very dangerous when equipped with sniper rifles or T2 plasma guns.

Attached Image + Attached Image
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

Attached Image Stealth suits are Tau’s main scout, capper and at T2 anti-vehicle units.

Attached Image Devilfish is both a transport and a good anti-infantry vehicle

Attached Image Tau Commanders Snare trap is one of their deadliest weapons, it becomes infiltrated 8 seconds upon deployment.

Attached Image
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

Attached Image + Attached Image
Gretchins are Okrs’ builders, they can be used to repair vehicles and buildings while infiltrated and thus increasing time for or denying destruction.

Attached Image + Attached Image
Tank bustaz are Orks’ early AV units, and with infiltration can take down vehicles or your whole base without much effort.


Eldar infiltration units

Attached Image + Attached Image Rangers are cost effective, deadly and combined with FoF (fleet of foot) can have a devastating effect on your troops.

Attached Image + Attached Image
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

Attached Image + Attached Image
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

Attached Image + Attached Image The Vindicare Assassin can instakill almost any single unit and even heroes or Demon Prince in a few shots.


Chaos infiltration units

Attached Image + Attached Image This combination in T3 along with plasma pistols can take you in a whole new world of pain.

Attached Image + Attached Image
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.

-------------------------------------------------------------------------------------------------------------------------------------------------------------


Anti-infiltration: The initiative


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.

-------------------------------------------------------------------------------------------------------------------------------------------------------------


Anti-infiltration: Nothing to hide...


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.

Attached Image
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.

Attached Image
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.

Attached Image
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.


-------------------------------------------------------------------------------------------------------------------------------------------------------------


Vs Tau (Usage of Tainted Auspex)
Attached File vslonina3.rec
Size: 277.11k
Number of downloads: 137
Player Name Side Team
[DGG]HlsAngl 1
Lonina 2


Vs Chaos Invisible cults (plus invisibility backfire)
Attached File 2P_FATA_MORGANA.2007_08_25.11_54_44.rec
Size: 278.63k
Number of downloads: 103
Player Name Side Team
HlsAngls 1
PhearTheHam 2


Vs Eldar cultists chasing rangers
Attached File vs_fin_220807114547.rec
Size: 270.16k
Number of downloads: 107
Player Name Side Team
GW|FIngolfin 1
[DGG]HlsAngl 2


Vs Space marines using invisible scouts and plasma guns
Attached File C.v.SMscout.rec
Size: 203.88k
Number of downloads: 114
Player Name Side Team
EllysD 1
[DGG]HlsAngl 2


Vs Eldar (usage of cultists and tainted auspex)
Attached File Vs_Eldar_010707023907.rec
Size: 292.51k
Number of downloads: 105
Player Name Side Team
[DGG]HlsAngl 1
hiryuswift 2


This post has been edited by midnight71: Aug 30 2007, 20:25 PM

Posts: 2,461

Game: Heroes of Newerth


+

1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)