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how do u use your pathfinder for the greater good ?
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Old 10 May 2005, 15:45   #1 (permalink)
Shas'Vre
 
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Default how do u use your pathfinder for the greater good ?

explain turn by turn how u use your pathfinder from deployment to turn 6

i deploy mine in cover as far up as i can and use there free move if there a better cover spot out of deployment zone turn one ML for seekers target transport . turn 2 marker lite for sealths turn 3 again for sealths or they get in too cc and are killed lol they got rushed
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Old 10 May 2005, 17:33   #2 (permalink)
Shas'Saal
 
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Default Re: how do u use your pathfinder for the greater good ?

Quote:
Originally Posted by frankthetank
explain turn by turn how u use your pathfinder from deployment to turn 6

i deploy mine in cover as far up as i can and use there free move if there a better cover spot out of deployment zone turn one ML for seekers target transport . turn 2 marker lite for sealths* turn 3 again for sealths or they get in too cc and are killed lol they got rushed
1: Deploy them in cover from which you can oversee most of the battlefield, fire and make sure fish can fire
2: Fire seekers and Rifles, kill the main threats, before they start taking out your support or your seeker-vessels
3: Repeat 2, but markers used for other team`s weaponry.
4: The enemy is probably close now, either take them out, charge them with kroot or (if outnumbering greatly) with FW or the like, pour on fire. Carbines handy for pinning. Possibly even flee.
5: If the enemy is still close, get in your fish, or simply relocate until the enemy is dead
6: Usually a free turn in which to fire leasurely...

Note: concentrate fire to eliminate threats to static units, goes for broads as well
Hope it`ll help you get your PF efficient.

PS: why mark for stealths, besides the increased hit rate? (you`ll be wanting the light for heavier weapons mostly) 8)
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Old 11 May 2005, 02:06   #3 (permalink)
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Default Re: how do u use your pathfinder for the greater good ?

[size=12pt]By Inquisitorial Mandate! Field Report on Pathfinders; Report # MLVX29847u.2149[/size]
[size=7pt]Brought to you by your friendly neighborhood Inquisitor, MalVeauX[/size]

Pathfinders have been a touchy unit for all Tau players since their release. For a long time, they were a very important unit in 3rd edition, allowing for an awesome augmentation unit to enhance all of the Tau's awesome weaponry without too much worry of ever seeing return fire. They also were free to launch seeker attack after seeker attack with the use of screening and manipulation of vehicles for really horrifying results combined with the rest of the army granting Tau the title of "cheese" in many circles upon its release, along with other notable Tau-only abilities, such as the Jet Pack. However, since then gamers have learned what Tau are all about and suddenly the cries of Frommage ceased. Now in 4th, the Tau are really swinging back again and many units have been shelved without the precious rules of 3rd edition to make them so good anymore. This is where the Pathfinders come in. Pathfinders lack rapid-fire weapons, however, their assault pulse carbine was highly considered one of the absolute best basic infantry weapon around with its raw stats and abilities. In 4th edition, the Pulse Carbine became the lesser used weapon except for a few player who still have them or just like them or find them useful here and there. In 4th edition, the Pathfinders fine new ways to be useful with new weaponry (though Rail rifles came out early enough to be used in 3rd edition play), new rules with markerlights and new purposes in 4th edition. In many respects they still perform the same function, but they're far less efficient due to their price and how easy they are to eliminate from the board should virtually any enemy wish them gone. So perhaps it's time to discuss just what our Pathfinders can do for us now. Also, keep in mind, this is simply how I use my own Pathfinders and this will of course differ from yours perhaps.

[hr]

The Rules and Abilities and Equipment:

Knowing what the unit does and has helps us to understand or at least inspire us to what we can use them for, so let's take a brief look at what the Pathfinders bring to the table and the most notable options they have as a unit.

Fast Attack:
  • One of the most important aspects is that they're a fast attack choice. Pathfinders differ very slightly from Fire warriors in their stats and sizes and transport, but they do take more advantage in their pure use of a single weapon and the utility markerlight. Having an extra unit that can bring specific utility to our army list, beyond what normal Fire Warriors can do, is a nice option considering we don't have many other options in terms of Fast Attack in the Tau with as much variability. Kroot Hounds and Gun Drone Squadrons have very different functions in their Fast Attack choices and are very much cheaper. The pathfinders are in that sense, the fast attack choice that we all fear taking sometimes, due to that hefty price tag and the unknown of how they will perform or add to the list. One final important note is that as a Fast Attack choice, we deploy our unit last in sequence and as a markerlight squad, this can be a very good way to answering a particular threat the enemy has fielded to our surprise.

Squad Size:
  • One of our biggest decisions with Pathfinders is the squad size. Sometimes it's better to take less Pathfinders in order to keep the price down, but for each less model we take, we lower every ounce of our ability to do what the pathfinders do (unless you simply plan on having a scouting unit that preserves victory points or holds quarters early on in the game). For solely rail rifle pathfinders, sometimes, small squad sizes are more desirable to keep a small unit and taking the most benefit of our rail files in the squad. Otherwise, we may take full squads to help keep them around. That particular option is one of personal taste depending on how much we want to protect our investment or not. Otherwise, full squads are pretty much what we want to take advantage of the large amount of markerlights that they are well known for. On top of this, we can further increase the size of our squad with Gun Drones who do not detriment the squad in any way as their majorities are all the same and they actually can perform very well as combat magnets by staying out front and acting as the beacon for the oncoming assault move. Generally, the squad should reflect the use of the Pathfinders in the game, and in that sense, full teams are perfectly fine most any situation.

Equipment:
  • What used to be arguably the best basic trooper weapon in the game, the assault power of the Pulse Carbine is just an awesome all around weapon. However, it pales in comparison to the utility of our markerlights that define the unit so much. With that said, the Markerlight is on every single model making the largest pool of markerlights possible and is much more useful in 4th edition with the v4.0.1 FAQ update that grants more utility to the Markerlight other than enhancing another weapon's to-hit scores, but also removing possible cover saves. On the other hand, should we still want to pool a large number of pulse carbines, we can include gun drones to go for the full squad of 10 pulse carbines which do very well against pinnable armies. The requirement of the Devilfish transport is another big part of the unit as it is the cradle, the flank and the seeker boat to perform some of the other functions of the squad, though separately. Finally we have the Rail Rifles that are chapter approved and they gave a new light to the Pathfinders as being a continually aggressive squad turn after turn with these powerful weapons, though limited in number. The possibility of Grenades on the squad was a useful option many moons ago, as quick EMP delivery squads, but that soon changed with more experience against Tau and 4th edition.

Special Rules:
  • The rules of Forward Scouts are not new rules to us, as we know them well from the Sentinels of the Imperial Guard. In our case however, the entire squad has this pre-game move and ability to always be fielded regardless of mission restrictions and the ability to disembark as well, so that means our Pathfinders and the Devilfish as a unit may do this. There are many ways for one to do this since we do not have to deploy inside our vehicle and we could place our unit and vehicle in very different locations for use with various tactics. Mainly, this move is regarded as being a move to quickly get us to the firing line to use our markerlights or to quickly jump into cover. However, generally our deployment zone is large enough to be within range to use our Markerlights anyways as well as deploying in available cover. The free move however is perfect for quickly rushing a fast Devilfish carrying seeker missiles down a flank for side or even rear armor shots. Not to mention simply having a unit that can quickly move and capture objectives and hold quarters from the beginning of the game without infiltrating or deep striking which can be countered or interrupted or be dangerous--we're totally in control of our move with the Forward Scout ability.
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Old 11 May 2005, 02:06   #4 (permalink)
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Default Re: how do u use your pathfinder for the greater good ?

Some Pathfinder Application in the 40k Universe:

Pathfinders are continually filling new niches and performing new tasks more often in 4th edition with the removal of screening to help keep them alive. They also are performing new duties against many of our foes as the Tau bring the Greater Good from galaxy to galaxy. So let's take a brief look into what Pathfinders could be used for against some of the other Races in the 40k Universe. Keep in mind that this is not something set in stone, but merely an example of various ways to put your Pathfinders to use or ideas to help inspire you to use Pathfinders another way which suites you better. Remember that beauty is in the eye of the beholder and that one man's trash is another man's treasure. The following is just a brief example of only a handful of ways to use your Pathfinders and is meant solely to inspire you to figure out what will work for you.

Chaos Space Marines:

Fighting the forces of Chaos is no easy task for the Pathfinders. Namely, they face an incredible array of long range fire power, horribly fast close combat units and more infiltration than they can handle. Chaos rarely makes great use of cover for the most part and Chaos namely barely needs tanks to keep up with other armies. So what is a pathfinder to do? Well, there are many units in the Chaos army, other than the basic infantry that the pathfinders can perform really well against typically using a fast shock of a seeker missile salvo. There are other options as well for setting markerlights, but this option quickly becomes not quite as important against some opponents. There are several units in the Chaos arsenal as well as abilities that are notable and worth mentioning for Pathfinder duty: Chaos Raptors, Greater Daemons, Cult Marked Marines (such as Thousand Sons), Chaos Havocs and Chaos Bikes to name a few that are worth lighting up or sending out seekers to. Generally, Pathfinders simply excel against Chaos at quickly delivering a crippling blow to an otherwise potent and expensive squad. After this kind of salvo occurs however, we're bound to feel repercussions from an angry chaos player, but keep in mind that this is simply a great method of quickly reducing a fast squad such as infiltrating raptors or enemy havocs that are generally small squads with maxed out options that cost a lot of points. Sometimes, it's as simple as removing the giant's crutch and watching him fall. Another good option is the ability to use our pulse carbines to help against Daemonic units, which many times have low leadership or average leaderships and weak invulnerable saves and low toughness, making them prime targets for our Pathfinders as Daemonic units are generally very expensive and quite easy to kill. Rail Rifles can be made very useful as well against those tougher marines such as the Deathguard where the pulse rifle's strength is matched by their high toughness, or we can easily eliminate a few running Berserkers as they charge our lines.
  • I have become particularity accustomed to firing seeker salvos into dangerous infiltrating packs of marines, raptors and fast moving bikes, who wish to quickly summon greater daemons and daemonic packs at my front lines and Pathfinders have really been useful for helping to break these squads down to the last man with support from my other units without over-extending my firepower and ignoring the rest of the enemy.

Daemonhunters:

The Daemonhunters are incredibly crippled against the Tau and the Pathfinders can take a huge advantage of this. Grey Knights are wonderful targets for seeker missiles as well as markerlighting for stealth suit teams or ion cannons to quickly dispatch with the very expensive and small squad sizes of the Grey Knights. The Daemonhunters have other units as well, but they are mostly other marine units or imperial guard fashion units and Dreadnoughts. Generally the seeker missile is useful against all variants of the Daemonhunters, as even the smallest Inquisitorial squads cost a mint as well as possible low armored dreadnoughts and inducted devastator marines. Seeker Missiles are also a great way to quickly smash small Psycannon teams which generally rip through Tau units and can be a nice response to fresh Deep Striking power-armored Grey Knights to quickly remove them in an effort to saturate them with pulse fire to avoid combat. Some units in the Daemonhunters make great use of cover saves, especially in Inquisitorial squads who make great use of small cheap units to guard multiple heavy bolters and psycannons which can be a thorn in our side--however, markerlights remove those cover saves and allow a single weapon to rip through them, such as a submunition blast or burst cannons. The Rail Rifles definitely take a new meaning against the Grey Knights as a long range, low ap weapon that can easily be the spearhead or killing blow to many a squad.

Dark Eldar:

Cover saves can be annoying against many units of the Dark Eldar. The markerlight of the Pathfinder effectively removes it allowing us to simply remove them wound by wound. On top of that, seeker missiles are very useful against the mighty fire-magnet Talos as we can easily hit, wound and pierce the toughness and armor of the beast. Mainly however, the markerlights are best used to guide various other units to quickly and efficiently break large groups of Warriors and other units with opposing weaponry, such as Stealth suits and Submunition blasts against sniper squads of Warriors with dark lances or fast moving Wyches that are gunning for assault. In this case, our Devilfish takes a special mention as it is an instrument of doom in itself against the Dark Eldar as the burst cannons and gun drones can be very punishing even against the enemy transports and every squad they can field to help intercept fast moving units, which makes a great use of that fast attack slot and pre-game scouting move.

Eldar:

Pathfinders have a single target in the Eldar list that reins supreme and that is the Wraith lord. Many times, a young shas'la will waste countless amounts of pulse rifles, plasma rifles, missile pods and valuable rail shots to try and eliminate the imposing Wraith lord, however, none of them can pull off the efficiency and speed that the Pathfinders can as they quickly can dispatch seeker missiles which have all the strength, AP and most importantly, range, to effectively bust Wraith lords early on in the game to help take that little bit of stress out of our plans. The other big use of the markerlight is the famous Conceal power that grants cover saves to units, which we can remove and ignore with markerlights that guide other weapons, such as submunition templates to really punish fast moving Concealed squads of Guardians that may be housing a starcannon or missile launcher or bright lance otherwise. This is also a great way to quickly dispatch with cover saving reapers or various other units that generally give a Tau player a hard time early in the game before a deep strike becomes available or if our infiltration is countered or in danger. Another thing is to not underestimate the pinning power of the pulse carbine against Guardians and other Eldar squads that have average leaderships and even lower once broken. Burst cannons and missile pods are highly effective weapons against the Eldar and the markerlights simply make them brutal granting slews of 2's as requirements to effectively remove models and crush units with high strength weaponry and the removal of cover saves while we pierce their armor normally.
  • I can't comment enough how useful it is to ignore powers like Conceal now in 4th edition making our weapons pack more punch than normal. Also, time and time again, it's simply too useful to eliminate Wraith lords early on, easily with a simple unit that was not as expected.

Imperial Guard:

The Guard generally make great use of covered positions but more notably they use a lot of tanks, with devastating weapons and pretty high armor on the front faces. Sometimes, there may be too many tanks with armor values too high for our army which can over extend our ability to eliminate them. In that case, the simple Pathfinders bring a new aspect to the board allowing us to focus our heavy artillery against the enemy artillery while Pathfinders can help destroy those Chimeras and other transports that have very powerful guns. In this case, the pre-game move to move the Devilfish along a flank is very wise as the side armor of most Guard vehicles is quite low, making a seeker missile to the side armor a very nice and effective option while our markerlights guide them from a covered position else ware on the battlefield. Seeker Missiles are also very useful against enemy scouts, such as Sentinels and squadrons of vehicles with low armor and high damage potentials with open-topped ratings. The pulse carbines also become very valuable as an ill-equipped or tattered guard squad can generally either be totally decimated or at least pinned rather easily in a single volley of firing. The removal of cover saves is simply a wonderful ability to out-root hunkered in squads and to guide our more potent weaponry, from stealth suits for example. On another note, our Devilfish can be a very dangerous tool against guardsmen as well as side and rear armors, which may be granted from a good use of our pre-game move. Another good option is our pre-game move which helps us to better respond to certain squads that infiltrate, such as Storm Troopers. The markerlights are also wonderful for aiding in the accuracy of cheap deep strike squads, such as Gun Drones or Crisis Suits for taking on rear armor shots, making better use of the multiple strengths of our weapons and bypassing the ballistic skill limitation (especially from non-twinlinked weaponry on Crisis Suits, such as fusion blasters and missile pods).
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Old 11 May 2005, 02:06   #5 (permalink)
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Default Re: how do u use your pathfinder for the greater good ?

Necrons:

Many Tau players have bee frustrated by pesky fast moving Destroyers who rip through unit after unit and wing our vehicles left and right. They come in small squads and rarely go away unless we dedicate to catching them and when we finally do, they often get right back up. Pathfinders seal the deal when it comes to potent small and strong Necron units such as Destroyers, Heavy Destroyers, Pariahs and Immortals via quickly striking them down with Seeker Missiles. Generally these units may not be supported by a Resurrection Orb and without another unit of the same models near by, they simply go away fast. Most notably are the Destroyer variants simply because they always come in small squads and are tough and count towards Phase Out. The markerlights help out in aiding our accuracy, such as ensuring our Rail guns pummeling a Monolith, but they also help to remove cover saves and insta-killing via template submuntions from the nasty Scarabs that can pose combat problems with their great speed. Rail Rifles may be used against the Necrons to help break through their armor, but the great inaccuracy of the shots dwarves the benefit of the weapon and the price of the squad.

Orks:

Tau vs Orks is a classic match up between two very opposed armies. The markerlights of the Pathfinders are of a great value to help pierce through those massive Ork mobs with kustom force fields and to guide our weaponry to quickly break through their weak armored vehicles with our lighter and faster units, such as missile pods and stealth suit burst cannons. Generally seeker missiles do not make a great appearance against the Orks, but they can be useful for effectively crushing squadrons of armored vehicles, such as Killa Kanz, Trukks and small buggies that race around with weak armor and open-topped ratings making the Seeker Missile quite deadly, even with a single shot. Removal of cover saves from Bikes is also a very useful feature to help break through masses amounts of models protected from our great strength in the shooting phase. Even the standard attacks from the Pathfinders are enough to break through mobs of Orks and our Devilfish is also an anti-ork weapon in its own right, as an armored target that removes orks with ease. Generally the Pathfinders will not feel the same retaliation from an Ork army in terms of the shooting phase, as easily as against most other armies making them a bit resilient as well against the mob.

Space Marines:

Tau players all over have faced the munchkin effects of min/maxed Space Marines armies fielding hordes of heavy bolters, lascannons and Missile Launchers to bash our vehicles and round up our units. In particular, Whirlwinds and Devastators give us great headaches and both can be cured with Pathfinders in many cases. Devastators usually come in small expensive squads with many heavy weapons, which our seeker missiles remove quickly without allowing cover saves or normal saves of any kind to them. Also, with a pre-game move, we can quickly race down a flank to help move a Devilfish into a position to quickly come upon a Whirlwind that is generally apart from the rest of the army where we can have a nice opportunity to take some shots later on if we reach it, and while on the way, we can unleash our seeker missiles into squads that we really want gone on that first turn of shooting. Another squad that quickly becomes a target for seeker salvos are Assault Marines who routinely come in multiple small squads to maximize the amount of plasma pistols and power fists that they can bring with the speed of jump packs. Seeker Missiles also can help to alleviate an over-abundance of rhinos or razorbacks which may over-extend our other anti-armor weapons, though it is not a prime use of the missile. Generally, the seeker missile salvo on the first turn is simply a great way to quickly cripple elite squads of devastators or command squads or assault marines which press our patience in the first round of firing.
  • Devastator squads and hordes of min-maxed Lascannon and Plasma Gunner squads are a rash in many Marine armies as well as a few Drop Pod armies who use their Drop Pods as cover. Pathfinders have proven to be simply devastating against these players in my games, in removing key units early on and avoiding the prolonged damage over time. The sheer speed of a Salvo of Seeker Missiles surprises most opponents and afterwards, either draws attention from other units or gets ignored, thinking the salvo is finished or that the unit is still dangerous, but now you have a mobilized scoring unit that is untouched if that's the case or a dead squad that at least performed their job and left a Devilfish behind as a momento. Against these types of foes, the gun drone upgrade is simply wonderful to help avoid those first few lascannon hits from squads who bothered to waste their fire power on the humble Pathfinders.

Tau:

Pathfinders seeking out tainted braches of Cadres that have fallen from grace? Quite possible! The Seeker Missiles generally aren't the best weapons to fire at enemy Tau, but in a low terrain setup, the seeker missile can be the ultimate anti-crisis suit weapon in our arsenal as a few seekers remove an entire squad of Crisis suits easily, denying even the cover saves. Otherwise, our markerlights are greatly put to work with our own submuntions and helping to better glance their armor with our missile pods for more damage chart rolls. With the masses of infiltration coming from more use of the Kroot on the battle field, the markerlights are great for helping to out-root hunkered down Kroot from their cover and removing that early assault or rapid-fire volley. One last mention is that with the pre-game move, we can easily move our Devilfish quickly down a flank, which may give us enough movement to tank shock enemy Tau troops. Generally this may be seen as a poor use of a Devilfish, but escorting full squads of broken moral troops from the board, especially that contain characters, can be quite useful and many armies which may avoid leadership upgrades are very vulnerable to just this without the fear of a good Death or Glory move generally and it is also a great way to "move" enemy skimmers that are preventing an assault via various skimmer assault blocking tactics without actually shooting at the skimmer, which may also force other units to move as well.

Tyranids:

The horde of Tyranid can sometimes be too fast for a Pathfinder team to take heavy markerlight shots. However, the Pathfinders can perform very useful functions in terms of making sure our submunition blasts land on target. Pathfinders are also very notable with the highly rare use of sensor spines on their Devilfish to help locate enemy Lictors which may plague your Tau and after finding the Lictor, removing his incredible cover save with markerlights becomes very useful for quickly eliminating it prior to an assault. Seeker Missiles do not make great appearances against the Tyranid, due to practically all of the "Big Bugs" having extended carapace for 2+ armor saves. However, squads of Warriors are particularly susceptible to a seeker salvo, which quickly eliminates them via insta-killing them and piercing their armor and effectively removing very expensive and fast units (however this may chance with the new Tyranid codex coming out). The pre-game move of the Devilfish can make particularly good use to quickly close in on enemy Biovores where a deep strike may not be very feasible or to help quickly take care of squads of Genestealers that may be in small squad sizes and in cover after infiltrating. Also, having an extra Skimmer on the board to help slow down those large leaping assaults can be quite handy to buy precious time.

Witch Hunters:

Generally, using Pathfinders to break power-armor is a good idea, but not really against the Sisters of Battle as they come in far more numerous supplies and have weaker stat-lines and also the ability to negate the usefulness of a Seeker Missile via an Act of Faith for potent invulnerable saves. Against the Witch Hunters, Seeker Missiles are great for taking out squads of Penitent Engines and the massive amount of transports that this army can bring to the field. Markerlights will probably be the most useful for crushing the cover saves of enemy Inquisitorial squads which may be taking cover from a vehicle. Otherwise, it's simply a great way of producing more action from our Stealth suits or accuracy of the submunitions to quickly start the armor saves of the large squads of Sisters. Sisters can also be a near-fearless army with certain configurations, but otherwise, they're reasonably pinnable and the pulse carbine can supply just that in large amounts from the Pathfinders. Particularly, the Witch Hunters can call upon the units of the Space Marines and Imperial Guard, so our Pathfinders have the same uses against the same units here as from those two armies, with quick seeker strikes, or simply cover save removal duty or augmentation to make our rail guns work double-time.

[hr]

Particular Notes & Conclusion:

Some formats of WarHammer 40k can make great use of the Pathfinder, such as Combat Patrol and Kill-Team. Pathfinders are extremely fluffy and go hand in hand with the ideas of Tau just like the Stealth suits do. It is also the Pathfinders that receive quite a bit of attention in the fluff for those that want to read more. Pathfinders are a very dominating, sudden strike force in Combat Patrol for taking down tough targets or quickly busting enemy armor. Pathfinders can also function very much like infiltration in Combat Patrol with the pre-game move for a very fast utility squad. In Kill-Team, our Pathfinders are great for bringing a very fluffy and very fun force to the board, without simply taking a squad of Fire Warriors and we do not have to take our Devilfish in Kill-Team which can give you some time in using your favored Pathfinders without all the extra bells and whistles.

Hopefully you can take a little something helpful from here, or even if not, maybe be inspired to dust off your old Pathfinders and give them a try again on the battle field. After all, they're in the codex for a reason and if we keep a specific goal in mind for them when taking them, it's quite possible to turn them into a quite a devastating or helpful unit, while acting as a form of Utility or Augmentation and Support, or a Shock Salvo unit to even a strange form of a Heavy Support. Pathfinders can be fielded in ways to fill a small niche in between your battle suits and battle tanks, which in some games, may be the answer to what you were missing.

So hopefully Pathfinders arenít simply wastes of points for you armies and perhaps they can be useful--or perhaps not! It all comes down to your playing style. As for me, I enjoy the grimacing face of my opponent when his precious heavy weapon squad is ripped to shreds on the first turn from a weapon-less unit without cover saves as 4th edition have revitalized my Pathfinders, from quite a long hiatus from 3rd edition.

Like them or not, they're quite useful, but they're definitely not an index unit for every Tau army.

[size=7pt]End of Transmission[/size]
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Old 11 May 2005, 03:11   #6 (permalink)
Shas'Vre
 
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Default Re: how do u use your pathfinder for the greater good ?

firing seeker salvos how many seekers is that 4-6 ?
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Old 11 May 2005, 03:16   #7 (permalink)
Shas'O
 
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Default Re: how do u use your pathfinder for the greater good ?

Frank:

For me, generally, only 4 missiles. If I have multiple vehicles, I spread them out, to not keep all the eggs in one basket. 4 missiles is generally what you can expect (sometimes more, sometimes less) in a single turn with the pathfinders, but if you have a few other markerlights in the list, from fire warriors for example, you can pick up the 6 missiles to eliminate whole squads sometimes. Some people argue that it's a waste of points, but I argue that my 60 points of seekers were traded for that 200 point devastator team and I came out with a pretty good deal points-wise. It comes down to taste and I don't do it in every game, but sometimes if I feel like fielding them, that's basically what I enjoy doing the most with them (blast a salvo, see what happens, mount back up and keep my scoring unit mobile). Now 4 missiles doesn't totally stop a squad, but it does eliminate enough models in a smaller marine squad so that there's usually only the heavy weapon (lascannon) left or the power fist. In which case, a couple missile pods finish it off with decent odds.
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Old 11 May 2005, 03:17   #8 (permalink)
Shas'Vre
 
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Default Re: how do u use your pathfinder for the greater good ?

that was some great info lot of good thing i love use my pathfinders they help me many times against SM i play eldars one time but i didnt know what to target now i know that nasy Eldar Wraithlord that thing sucks i lost that battle
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Old 11 May 2005, 03:20   #9 (permalink)
Shas'O
 
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Default Re: how do u use your pathfinder for the greater good ?

Frank:

If you're having problems with Wraithlords, we have a little discussion on that too, specifically on the Wraithlord (involving Pathfinders):

http://forums.tauonline.org/index.ph...7565#msg107565

Cheers!
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MalVeauX is offline   Reply With Quote
Old 11 May 2005, 03:22   #10 (permalink)
Shas'Vre
 
Join Date: Apr 2005
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Default Re: how do u use your pathfinder for the greater good ?

Quote:
Originally Posted by MalVeauX
Frank:

For me, generally, only 4 missiles. If I have multiple vehicles, I spread them out, to not keep all the eggs in one basket. 4 missiles is generally what you can expect (sometimes more, sometimes less) in a single turn with the pathfinders, but if you have a few other markerlights in the list, from fire warriors for example, you can pick up the 6 missiles to eliminate whole squads sometimes. Some people argue that it's a waste of points, but I argue that my 60 points of seekers were traded for that 200 point devastator team and I came out with a pretty good deal points-wise. It comes down to taste and I don't do it in every game, but sometimes if I feel like fielding them, that's basically what I enjoy doing the most with them (blast a salvo, see what happens, mount back up and keep my scoring unit mobile). Now 4 missiles doesn't totally stop a squad, but it does eliminate enough models in a smaller marine squad so that there's usually only the heavy weapon (lascannon) left or the power fist. In which case, a couple missile pods finish it off with decent odds.
so if i use that free move to send my DF down the flank of there army which is 12" then i get win first turn and go down 12" more and have a niice veiw of some side armor my pathfinds ML the target from some where else alll my seeks have to be in that DF to get the side are right ?
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