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#1 (permalink) |
Shas'Saal
![]() Join Date: Feb 2006
Posts: 157
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In the never ending debate to improve the pathfinders has provided us with many good ideas and some out right laughers.
I like the path finders personally, but like every one else who fields them finds them dead by turn 2 or 3. To give them some extra longevity they need to start using the stealth generators at the cost of 3-5 more pts per modle. No other rule change. I didn play with the idea of adding the stealth field to the DF like in dark crusade but on the table top I can see how that would smell like yesturdays bree. Would you use pathfinders more in their marker role if they cost 15-18 pts a model but had stealth capabilty? |
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#2 (permalink) |
Shas'Ui
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Location: Germany
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No, as they were overpowered. I do not use homerules whatsoever, I deal with what the official rules give me. If you truely want them to have a stealth gen (besides: where would they keep that thing?) at LEAST double the costs.
Greetz, Trogdor
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#3 (permalink) |
Shas'Ui
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What if they were all turned into spotters? Lose the carbine and scout ability, have them all with the marker "drop-turrets" (with the incorporated target array) and stealth field generators, drop them in for about 18-24 points. Have them as an elite choice, with the option for pulse pistols at extra points. Gets some more use out of the Spotter model, and makes sense with the existing tech.
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#4 (permalink) |
Shas'La
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Location: Niagara Falls, Ontario, Canada
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What are you doing with your pathfinders that they're dead on turn two or three? Just use your scout special rule to move them ahead into some sweet cover and hunker down. If theres something in the enemy army that are obviously going to harm your pathfinders then light them up with the marker lights and let the rest of the army take care of them. I usually still have about half the squad left by the end of the game, they really aren't that bad at staying alive.
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#5 (permalink) |
Shas'Saal
![]() Join Date: Nov 2006
Location: Kerikeri, New Zealand
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I think it is because players with a decent experience vs tau realise just how deadly a squad of Pathfinders/markerlights can be. I love pathfinders especially in larger point games (say above 1500pts) but have the same problem. All my regular players no how dangerous ther are and hit them with everything they have. Also as I play mech tau they are normally a target for all those anti infantry guns.
As for giving them stealth feilds..... I like the idea and it suits there role however I am not sure how that would go in terms of game balance. Pathfinders are so good there drawback/balance is ther vulnerability.
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#6 (permalink) | |
Shas'O
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Anyway, Damian's idea wasn't too bad. I would like to see some sort of stealthed, pure-marker squad for those people who don't use sniper drones. |
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#7 (permalink) | |
Shas'Ui
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I think that is far more reasonable than the pathfinder.suggstions before. Stealthed markerlights, for a decent price, but as a drawback you miss out on the heavy weaponry. Your thoughts? Greetz, Trogdor
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Gamestatistics ´07: [WHFB] Dwarfs 9 victorious slaughters/ 7wins/ 5 draws/ 7 losses [WH40k] Tau 17victorious slaughters/ 10wins/ 2draw/ 1 loss |
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#8 (permalink) |
Kroot Shaper
Join Date: Nov 2005
Location: Melbourne
Posts: 92
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Use a stealth suit markerlight team instead.
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#9 (permalink) |
Kroot Shaper
Join Date: Dec 2006
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yea just get a 6 man stealth team with 3 drone conrollers, so u can get 6 marker drones(will be costly though)
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