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Pathfinders and infiltrators
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Old 10 Sep 2008, 21:15   #1 (permalink)
Kroot Shaper
 
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Default Pathfinders and infiltrators

I was just wondering: can I use my pathfinders scout ability to go 12 with the df and dismount as well?

Also, I got nearly 100 pts left on my list and I wanted some infiltrators. What should I use; kroot or stealthsuits? I know it depends on the list, but what's the pros and cons with both? I got a rather shooty 1k pts list.
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Old 10 Sep 2008, 21:44   #2 (permalink)
Shas'Vre
 
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Default Re: Pathfinders and infiltrators

pathfinders' scout ability work for the vehicle.

100 points will get you 3 xv15s- not worth it.

100 points will get you a 12 man kroot squad w/ shaper incl. (i think?) - or close - which is an effective fighting force.

I'd go with the kroot. 3 xv15 outputs good dice to damage, but will die to a stiff breeze.

infiltrate them kroot in some forest, or have them outflank- good times

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Old 10 Sep 2008, 21:50   #3 (permalink)
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Default Re: Pathfinders and infiltrators

Yep you can move 12 & then dismount in the scout move.

100 points gives you 10 kroot and 5 kroot hounds, find me 30 more points in your list for 10 kroot hound total and then you have a 20 man troop choice that can infiltrate or outflank, assaulting anything within 12 inches the turn they arrive with up to 60 attacks and an initiative 5 for sweeping advance rolls.
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Old 10 Sep 2008, 22:24   #4 (permalink)
Shas'Ui
 
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Default Re: Pathfinders and infiltrators

go with the kroot, they'll also give you another scoring unit (whoo hoo) and can generally mutialate all but combat specialists, as well as kick out some good "bolter" fire. Str 4 ap6 is pretty close....


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Old 11 Sep 2008, 15:09   #5 (permalink)
Shas'Vre
 
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Default Re: Pathfinders and infiltrators

You can also go with 14 Kroot, which would be a hard unit to destroy.

Get them in a forest and have them go to ground and they are now Marine tough to kill.

WT
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Old 11 Sep 2008, 15:30   #6 (permalink)
Shas'Vre
 
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Default Re: Pathfinders and infiltrators

Quote:
Originally Posted by Wolf-Tau
You can also go with 14 Kroot, which would be a hard unit to destroy.

Get them in a forest and have them go to ground and they are now Marine tough to kill.

WT
Not quite... they have a Toughness of 3, meaning more wounds, meaning more saves to fail, but they also have a 2+ cover save (4+ for forest, +1 for Kroot special ability, +1 for going to ground).

That said, for their price, they're pretty damn tough in a forest... as they should be, neh?
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Old 11 Sep 2008, 16:35   #7 (permalink)
Shas'Vre
 
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Default Re: Pathfinders and infiltrators

stick w/ 3 plus and lose 2 more kroots I say. so you can give them more bolter goodness next turn.
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Old 12 Sep 2008, 02:13   #8 (permalink)
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Default Re: Pathfinders and infiltrators

Quote:
Originally Posted by Unusualsuspect
Quote:
Originally Posted by Wolf-Tau
You can also go with 14 Kroot, which would be a hard unit to destroy.

Get them in a forest and have them go to ground and they are now Marine tough to kill.

WT
Not quite... they have a Toughness of 3, meaning more wounds, meaning more saves to fail, but they also have a 2+ cover save (4+ for forest, +1 for Kroot special ability, +1 for going to ground).

That said, for their price, they're pretty damn tough in a forest... as they should be, neh?
I was talking Kroot Cover Save wise, it is very well known that very few things have a Marine toughness of 4.

I realize you are trying to be helpful but I tend to talk in general terms, I said "marine tough" to say that the kroot would be a difficult to extract not "Marine toughness" as in T4.

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