Hades wrote:Try to pay attention when shooting at them. If your opponent tells you a squad is going to ground it means they're returning to the shadows next turn. Try to save some bikes or vehicles that can turbo boost / flat out to get within 6 inches of them so they can't and have to sit there.
See, we play it that G2G units can't
RttS, and I think that's probably how it'll end up being in tournament
FAQs - I can't see any good reason to allow it, it's cheap and it doesn't fit the
RAW (
RttS is instead of moving, G2G units can't move) at all. That said, if your opponent says a unit is going to ground and there's a Patriarch within 18" of that unit, he'll probably move the Patriarch up next turn, re-pop the unit, and *then*
RttS or charge with it.
A lot of dealing with the Cults comes down to watching your opponent's Ongoing Reserves and messing with his
RttS. Cult Ambush is the main advantage of
GSC, so denying it where possible is a good way to cripple his army. Be prepared to sacrifice units to keep his stuff on the board, especially anything that's part of a Subterranean Uprising formation. Try to position units so his charges are awkward, or so he's forced to charge something he doesn't want to. Making sure you kill units outright is also important. Leaving one dude alive out of a 5-man squad is a good way to ensure it'll
RttS and come back next turn with reinforcements.
Don't bother trying to clip his
ICs. The bubbles they provide are useful to him, but they're not Synapse; the army won't necessarily collapse without the
ICs, and they auto-pass all
LoS rolls which means dealing 10-20 wounds to the unit before you can even touch the character. Instead, focus on killing his assault units. Metamorphs, Acolytes and Genestealers should be blown up as quickly as possible, the priority depending on what's the most immediate threat. Don't make the mistake of thinking he can't hurt you just because you killed his Genestealers - Acolytes and Metamorphs are just as capable of wrecking stuff as Stealers are, Claw-Morphs especially. Aim to remove a minimum of 25-30 models a turn. If you can't do that, you're going to have a bad time.