| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2015/08/06 17:02:12
Subject: preferred way to run tau pathfinders?
|
 |
Fresh-Faced New User
|
so I have a tournament coming up soon and im just looking for some ideas on the best way to run the pathfinders, ive never really used them but I think the pile of markerlights will help majorly, I was thinking of running 2 5 man squads so i can light up 2 units at once and do you guys think running them in a devilfish is necessary or are they better off hidden in cover constantly
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 17:10:29
Subject: preferred way to run tau pathfinders?
|
 |
Hallowed Canoness
|
Devilfish is a waste of points for Pathfinders - if they move, they can't markerlight.
|

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 17:15:02
Subject: Re:preferred way to run tau pathfinders?
|
 |
Fresh-Faced New User
|
Are the ion rifle and rail rifle worth it? Also the drones seem pretty expensive to me.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 19:42:55
Subject: preferred way to run tau pathfinders?
|
 |
Fixture of Dakka
Vanished Completely
|
Pathfinders have always been a puzzle for me... mostly, the hatred towards them. It might just be me 'not understanding how force multipliers work' but I have never found Pathfinders to be all that great in practice. I will admit this is more due to their lack of survivability and mobility then multipliers being a poor point cost. The success of this Unit will depend more on the board first, your opponent's decisions second, and only then choices you make for the Unit. Without good defensible positions they can 'Scout Deploy' into, and you will want to Scout Deploy to get into range as movement during the game cripples the Unit's ability to be a multiplier, they are quickly picked off. Even the 'Scout Deploy' is a double edge sword, bringing a priority Unit into the enemies range just as much as it brings the enemy into your own. Good opponents will prioritize multipliers, I often had 'Elite Sniper' type Models designed to pick multipliers out of an enemy Unit, so Pathfinders have to absorb quite a lot of fire in the first few Turns unless you dangle something bigger in front of the enemy. In order to increase survivability, and make sure you have enough Pathfinders to be a multiplier after the first two or so turns, the Unit has to be filled with bodies to take the shots... increasing the costs even more so. Marker Drones seem to be slightly better for this multiplier effect even if they cost a few measly points more then a Pathfinder. The increased Armour Save means there is less 'no-save allowed' weapons that can be used against them, and the Jet-Pack Unit Type means they can exploit Impassable and Line of Sight blocking terrain far more effectively. It is also the equivalent of giving them increased range with the markerlight, as they can move towards the enemy and still fire their weapon. With good tactics, something in your control, you can ensure the Drones are hitting targets further away then the Pathfinders before they move into positions the enemy can not counter-attack... nothing increases survivability more then the enemy not being able to fire at you. What Pathfinders do have is some very interesting Weapons and Drones with unique Special Rules, and these do fascinate me: Rail Rifles - Actually useless against most Tanks, only the lighter armoured Personal Carrier types have to fear, so they fill more of a 'Anti-Terminator' role ... personally, not worth losing the multiplier for as other Units do that role better Ion Rifles - Better against Vehicles then the Rail Rifle, even if they do not have the ability to pop them, and the Blast Marker generates more hit's against horde armies ... I honestly love these things on my Pathfinder more then the multiplier Pulse Accelerator - Increases the Carbine range and number of shots to that of a Stormbolter... if only they increased the range of Markerlights or something, as it isn't worth losing the multiplier Grave Drone - Only effects the Charge distance of a single Unit, and by a tiny amount at that, so it is very very situational... I guess useful as the Pahtfinders are likely to be front-lines and charged more Recon Drone - Ignore the weapons, nice as it is as well as that additional wound, and focus on a single thing: Positional Relay. This is a must for any flanking army, and I have built lists where a pathfinder team existed solely to get one of these. It is very simple to go second, unless your opponent is aware of this piece of war-gear and deliberately goes second themselves to foil you, so you can ensure your flanking Kroot or whatever are going to turn up on the right side of the board. With the right builds and tatics, it is very easy to get one of these into the enemies back corner, allowing flanking from your opponents table edge. There is all sorts of tactics these things bring, and the only other way to get one is to use a Suit-slot that would be better spent on something else or start looking at Forgeworld. If you are already doing that, there are far better options for markerlights than pathfinders already.
|
|
This message was edited 2 times. Last update was at 2015/08/06 19:50:48
8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 20:37:27
Subject: preferred way to run tau pathfinders?
|
 |
Tail-spinning Tomb Blade Pilot
|
I like the rail rifles in my local meta. The ion rifles are ok as well against vehicles, but competatively they are there to give you markerlights.
|
Let the galaxy burn. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 21:05:10
Subject: preferred way to run tau pathfinders?
|
 |
Krazed Killa Kan
|
Only thing I think is worthwhile on them is the Ion Rifle. Being able to shoot off a Str 8 blast isn't bad at all and it can either force an early jink or sneak a hull point on a unit thinking a single blast isn't worth jinking. Sure people will say that "the pathfinders die first so its just a waste of points" but you would be surprised how often the ion rifle does some damage.
The Rail Rifle is kinda an odd weapon in that it looks like a vehicle killer but in fact its basically a Tau plasma gun. If you took 4 pathfinders and gave them 3 rail rifles and had some way to get them close to the enemy then they could rapid fire AP1 shooting into some MCs or TEQs. Putting this throwaway squad into a fish seems very expensive but it might be doable if you feel threatened by 2+ armor. Scout move them up closer to get a turn 1 alpha strike off seems doable but this is very dependent on going 1st and the enemy deploying poorly.
The drones are all rather odd in that they are for combat pathfinders who are on the front lines when generally pathfinders want to be at long range firing markerlights. The up close and personal pathfinders (its not really a thing) would most likely be throw away MSU of rail rifles. If you want front line infantry then just use fire warriors who are cheaper in points and have more reliable armor.
The Recon Drone is not that bad as it allows for outflanking but again Pathfinders generally aren't going to be up the field for any sneaky backfield kroot action. A kroot hound basically solves any outflanking issues the kroot have.
In summary the only upgrade for your marker units would be the ion rifle. If you want to use combat pathfinders then rail rifles might be ok for TEQ hunting. The special drones are overcosted and generally impractical.
|
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/06 21:37:03
Subject: preferred way to run tau pathfinders?
|
 |
Horrific Howling Banshee
|
I find any upgrades on Pathfinders to be a waste, I'd rather have more markerlights than any the special weapons they can take. They die too quickly to be worth it.
I run a naked 10 man squad and they're cheap and they do their job.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 00:04:12
Subject: preferred way to run tau pathfinders?
|
 |
Fireknife Shas'el
Lisbon, Portugal
|
The best way to field pathfinders is inside one of these:
|
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 04:55:07
Subject: Re:preferred way to run tau pathfinders?
|
 |
Fresh-Faced New User
|
Would I be better off fielding a 4 man squad with 2 x ion and 1 rail rifle and a 6 man squad of regular pathfinders for marker lights?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 06:46:38
Subject: preferred way to run tau pathfinders?
|
 |
Regular Dakkanaut
|
how are you guys running pathfinders where you think they are a waste?
i run 4 groups of min pathfinders and always have at least one or two squads left and game end. never have an issue getting them into cover or them getting sniped. they always get their job done.
my opponents usually focus on the three riptides or the six broad sides before the shoot the pathfinders, they wise up eventually though
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 10:51:39
Subject: Re:preferred way to run tau pathfinders?
|
 |
Fresh-Faced New User
|
Putting the pathfinders together now, pretty cool models. plenty of options.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 11:59:44
Subject: preferred way to run tau pathfinders?
|
 |
Longtime Dakkanaut
|
Pathfinders SUCK. I never use them.
Skyray's work wonders and cover your anti air needs. Or if your meta doesn't have much then you can grab some tetras from FW. Even a buffmander would be good.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 14:11:41
Subject: preferred way to run tau pathfinders?
|
 |
Shas'la with Pulse Carbine
San Diego, CA
|
The best way to run pathfinder is to not have them as your sole source for markerlights. My favorite squad to use is a buffmander with drone controller tanking for 6 marker drones, and three target lock rail sides. Now you have 6 bs 5 markerlights that can jsj and rail sides that ignore cover and have tank/monster hunter. If I have a Farsight Enclaves allied detachment, missile suits with target lock and 6 drones also does well.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/07 14:38:40
Subject: preferred way to run tau pathfinders?
|
 |
Disbeliever of the Greater Good
|
I would rather use skyray to provide marklights....
Pathfinders are just like a piece of paper when your friends want to take them off.
T3,SV5+,and the marklight makes them act as a magnet on the field.At least i am willing to use some big guns to deal with them when i play with tau.
|
|
|
 |
 |
|
|