Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Why a free move for the poor chaps...
Closed Thread
Old 26 Oct 2005, 13:59   #1 (permalink)
Shas'La
 
Join Date: Aug 2005
Location: Copenhagen
Posts: 299
Default Why a free move for the poor chaps...

I've just had 2 battles this last weekend, with one major victory and one by the hair of the dog. My favorite unit by far is my 7 Pathfinders with their wonderful Markerlights and deadly Railrifles. They do kick ass, right until their very end which, I discovered, is achieved so much quicker when using the prebattle move. In both battles I flew their Devilfish a bit closer to the enemy in a fortified position but this also means that the enemy will reach them so much earlier...
Gotta love their gadgets but what to do with their prebattle move? ???

I know that without their 'cant-say-no' DevilFish they would truly be a very cheap and very effective unit but I have no problem (so far) with the vehicle. Still the deployment seems to trouble me.... Help? :


-Khelben
__________________
I'll stare the xxxxxxx in the face as he screams to God, and I'll laugh harder when he whimpers like a baby. And when his eyes go dead, the hell I send him to will seem like heaven after what I've done to him.
Khelben is offline  
Old 26 Oct 2005, 15:18   #2 (permalink)
Shas'Vre
 
Join Date: Aug 2005
Posts: 1,409
Default Re: Why a free move for the poor chaps...

Well, first, you don't HAVE to move them pre-game. Just leave'em be if you want. Also, a lot of ppl who use PFs tend to deploy the DF and the PFs separately, then use the movement to force the fish up towards enemy lines. This works best if you load up on Seekers and flank an enemy tank to get side armour first turn. That way you're generally hurting the tank on a 4+ (or more!) I would suggest setting back 6" from you main line. That way your markerlights and rail rifles have the same range terminator as the rest of your firewarriors
orion549 is offline  
Old 26 Oct 2005, 15:38   #3 (permalink)
Shas'El
 
Join Date: Sep 2005
Location: BlackBurn, Lancashire, England
Posts: 3,060
Send a message via MSN to Elessar
Default Re: Why a free move for the poor chaps...

i have some comments, but beforing posting and risking sounding like a moron would someone clarifiy the pre-game rule just so i know we're on about the same thing.
__________________
http://world2.monstersgame.co.uk/?ac=vid&vid=31118495
go to the above to help me on a browser game
Download my codex! http://www.box.net/public/d6c1ki0iah Click on the .pub file and hit Save to Disk.

Elessar is offline  
Old 26 Oct 2005, 15:46   #4 (permalink)
Shas'La
 
Join Date: Aug 2005
Location: USA
Posts: 372
Default Re: Why a free move for the poor chaps...

You get to move them before the first turn, but after deployment.
__________________

Radix malorum est cupiditas.
Silverwing is offline  
Old 26 Oct 2005, 16:38   #5 (permalink)
Shas'El
 
Join Date: Oct 2005
Location: San Francisco
Posts: 3,432
Send a message via AIM to MechTau
Default Re: Why a free move for the poor chaps...

Right. You could also load them up in the DF when trouble gets too close...

30" might seem like alot, but more than a few armies will be happy to sit out of range and throw a few long range rocks.
__________________
Watch me rebuild my army! - Now with pics of my new scheme!

Open invitation to all: Send me a pm, and I'll be have a look at your army list.
[url=http://forums.tauonline.org/index.php?topic=11198.0]Crisis Suit Theory, Army Composition, and why Fireknives suck - You've got to read this classic by T0nka
MechTau is offline  
Old 26 Oct 2005, 18:07   #6 (permalink)
Shas'Vre
 
Join Date: Jan 2005
Location: Sandy Eggo
Posts: 1,954
Default Re: Why a free move for the poor chaps...

well, the scout move doesnt mean an advance, per se. think of it more like a final placement, never a charge. moving up a little closer will just get them shot up/assaulted more, since now theyre out front and unsupported.

think like this: theres a patch of woods/building outside of your deployment zone that would be a BEAUTIFULL markerlight nest. youll get to move up and drop the pathfinders in that juicy cover.

your scout move could also gobble up a loot counter before the game begins, then move back and keep it!

if your scouts are already in a great spot, well, then the devilfish can move foreward and make a menace of itsself!

in a dangerous setup: with land raiders around... you place your pathfinders dead last (fast attack choice) in an exposed position.... the point being that 8 pathfinders arent as afraid of a twin Lascannon as a Transport full of pathfinders. so, scout move in this case would be unload the pathfinders, and move the 'fish behind cover!

See? I love the Scout move!
__________________
Though I walk through the valley of the swarms of the clueless, I shall fear no idiocy, for the M-STAR flagged them 12 seconds ago, and the JDAMS are already freefalling.
Calaban is offline  
Old 26 Oct 2005, 18:21   #7 (permalink)
Shas'Ui
 
Join Date: May 2005
Location: Pennsylvania
Posts: 959
Default Re: Why a free move for the poor chaps...

I love the fact that in escalation, that Pathfinders are always deployed. During the last tourney that I was at, I was able to wreck some heck with them and my Broadsides. With Tetras having the same ability, I can have a lot of markerlights on the board.
__________________
Peace through Superior Firepower! =^.^=
KCKitsune is offline  
Old 26 Oct 2005, 18:25   #8 (permalink)
Shas'Vre
 
Join Date: Dec 2004
Location: California
Posts: 1,840
Send a message via MSN to Khaldun
Default Re: Why a free move for the poor chaps...

The free move can also be used to mess with your opponents deployment. Deploy the pathfinders in one part of your line. Then he infiltrates near them, so move 12" to the place you REALLY want to be. You can deploy halfway between 2 terrain features you might want to hide in and choose one right before the game starts.
__________________
War is cruelty. There is no use trying to reform it; the crueler it is, the sooner it will be over. - General William Sherman
Khaldun is offline  
Old 26 Oct 2005, 18:59   #9 (permalink)
Shas'Vre
 
Join Date: Aug 2005
Posts: 1,409
Default Re: Why a free move for the poor chaps...

It's got a lot of applications, but too many people think too linear and go "I move forward!" and that's NOT the way to go with Pathfinders.
orion549 is offline  
Old 26 Oct 2005, 21:25   #10 (permalink)
Shas'O
 
Join Date: Feb 2005
Location: Alachua, Florida
Posts: 8,647
Send a message via MSN to MalVeauX
Default Re: Why a free move for the poor chaps...

Quote:
Originally Posted by Khelben
I've just had 2 battles this last weekend, with one major victory and one by the hair of the dog. My favorite unit by far is my 7 Pathfinders with their wonderful Markerlights and deadly Railrifles. They do kick ass, right until their very end which, I discovered, is achieved so much quicker when using the prebattle move. In both battles I flew their Devilfish a bit closer to the enemy in a fortified position but this also means that the enemy will reach them so much earlier...
Gotta love their gadgets but what to do with their prebattle move? ???

I know that without their 'cant-say-no' DevilFish they would truly be a very cheap and very effective unit but I have no problem (so far) with the vehicle. Still the deployment seems to trouble me.... Help? :


-Khelben
A very good observation. Pathfinders that announce what they are too dramatically are going to be targeted. Even if they were mush and had nothing to offer more than Fire Warriors, they will still be targeted usually due to that pre-game move because it's "threatening." So, you have to think outside of the box. The free move is useful if you have a situation that is worth while, such as a loot counter that is very near by (which was mentioned) or something else, such as essential cover that you want to take right away that is just outside of your deployment zone. Typically, anything just outside the outskirt of your deployment zone is what that move will help you achieve. Otherwise, when facing an army with little anti-armor capability, it's a great move to allow you to quickly get that Devilfish towards something important (such as against a horde of tyranid with biovore backup, that's 12 more inches towards killing them quickly on the short (48 inches) and with the Fish and deployment and scout move, you'll be on those biovores by turn 2 easily. So it can be useful for things, but they really depend on your opponent and what's going on mission-wise.

I'd invite you to read this little blurb: Alternative Uses of Pathfinders. In this little bit, I mentioned a few things that you've noticed yourself, so maybe you'll find something helpful.

Also, we recently had a big discussion in general, which may help too: http://forums.tauonline.org/index.php?topic=12853.0

Typically, I use the scout move for the Devilfish without my Pathfinders as they usually just start wherever possible out of line of sight.

In the end, I can probably tell you one thing that works for me, in terms of the free move:

--- Use the free move to respond to your opponent's deployment to (1) deny line of sight, (2) gain line of sight or (3) reposition in general to better take on whatever you're facing.

Think of it as a free chance to change your mind.

Cheers!
__________________
[table][tr][td][/td][td][table][tr][td] [/td][td]Apocalypse is the only way to forty-kay.[/td][/tr][/table][/td][/tr][/table]
MalVeauX is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Free rice for the poor! HELP OUT MY BROTHERS! Dante18907 Serious Debate and Discussion 48 23 Apr 2008 10:11
Howdy, Chaps Joyraindo Introduce yourself 6 10 Jul 2007 16:23
Heavy Weapons and free 6' Assault move ChadTheBad Tau 35 22 Apr 2006 01:29
Move 'ere, move 'ere, MAKE UP YOUR MIND. Vega62a Tau 2 09 Dec 2005 00:40
allo chaps an chapesses DARKSTEEL Introduce yourself 3 31 Oct 2004 18:08