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MArkerlights
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Old 26 Feb 2009, 02:02   #1 (permalink)
Kroot Shaper
 
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Default MArkerlights

I was reading my codex again and I looked at the markerlight abilitys and saw -1 leadership. So in low games of about 1000 pts you have 2 teams of pathfinders. The rest is up to you. So you target a unit with both pathfinders and the enemy unit might have 0 leadrship( if thats even possible. ) So if you kill 25% of a unit they have to take a test right?( im a new player to 40k ) And you can include pinning wepons. Perhapes a railrifle or two in the pathfinder team for pinning?
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Old 26 Feb 2009, 02:06   #2 (permalink)
Shas'Vre
 
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Default Re: MArkerlights

Read it again - that -1 to leadership only applies to Pinning tests.

Edit: It also only applies for a single firing unit, and only applies for that single shooting attack. You have to declare what you're using any Markerlight hits for BEFORE you roll any dice - no waiting to see if you wound with your pinning weapon before declaring the victim also gets -5 to leadership from the other 5 ML hits...

And no matter what the leadership is, two 1s on the 2d6 always succeeds.
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Old 26 Feb 2009, 02:23   #3 (permalink)
Shas'La
 
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Default Re: MArkerlights

Another obvious problem is fielding pathfinders in a 1000 point games let alone 2...not as practical as might think.
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Old 26 Feb 2009, 02:43   #4 (permalink)
Shas'Ui
 
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Default Re: MArkerlights

At 1000 points, you want all the objective-holders you can, which means FWs . . . . I think Pathfinders at 1000 points is a bit of a point-sink, unless you feel like using a small group and giving their Fish away. Then again, if you can use them shrewdly, why not? Also, Pinning's not the greatest thing, and even though RailRifles are awesome, Crisis Suits with Plasma Rifles can get the job done as well as Pathfinders, and still survive, and not force you to shell out 80 points plus for a dedicated transport.
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Old 26 Feb 2009, 08:48   #5 (permalink)
Shas'Saal
 
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Default Re: MArkerlights

I never use markerlights at all!

Other Tau players tell me I am mad but I can't be bothered with all the messing about, give me more guns shooting instead of wasting points on markerlights.

I also never use Pathfinders or Stealth Suits!

My favourite unit is my Crisis Suits armed with Plasma Rifle and Missile Pods andmy Shield'O Commander!

BTW my success rate is very high but I have been mainly playing against SM and CSM.

Roland
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Old 26 Feb 2009, 09:09   #6 (permalink)
Shas'Vre
 
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Default Re: MArkerlights

Well, I consider Markerlights plainly awesome, especially combined with Seeker Missiles.

They are fantastic in instant killing Space Marine Bikes, especially Attack Bikes. Their +1 Toughness does not count against double Toughness weapons. Also, you can have your Pathfinders (or other Markerlight bearers) deployed on the other side of the battlefield than your other vehicles, which means the Seekers hit the enemy vehicles from the side/rear.

Also, you can remove the Cover Save against your Railgun while sparing a counter to get the shot at BS5.

As I said, plainly awesome.
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Old 26 Feb 2009, 09:25   #7 (permalink)
Shas'El
 
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Default Re: MArkerlights

Quote:
Originally Posted by StaffordGames
I never use markerlights at all!

Other Tau players tell me I am mad but I can't be bothered with all the messing about, give me more guns shooting instead of wasting points on markerlights.

I also never use Pathfinders or Stealth Suits!

My favourite unit is my Crisis Suits armed with Plasma Rifle and Missile Pods andmy Shield'O Commander!

BTW my success rate is very high but I have been mainly playing against SM and CSM.

Roland
In 4th Edition, I would have agreed with you. TL TA`d Crisis Suits, FoF-Firewarriors don't need Markerlights to be effective, and if you play pure Mech, Pathfinders are sitting ducks, and more a liability than anything else.

Still, now with 5th Edition, the situation looks differently. 4+ cover saves are basically everywhere, and while TA TL`d Crisis Suits still don't need any help to hit, they DO need help to overcome cover. Nothing is more frustrating than firing at Marines with TL Plasma Rifles in Rapid Fire range, only to torch a few squirrels.
Also, with Mech being far less effective than in 4th, Hybrid builds and other play styles (Ninja Tau) make Pathfinders a necessity, as well (For Ninja Tau, the Beacon of the PF-DF is nearly a must).

So, if I ever get back to my Tau, I'll definitely use Pathfinders again

Cheers,
-Bone
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Old 26 Feb 2009, 09:55   #8 (permalink)
Shas'El
 
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Default Re: MArkerlights

I give markerlights (and sometimes marker drones) to my FW shas'ui so they can summon seeker missiles. S5 can wreck an open-topped AV11 or a closed AV10, but obviously you need something better when facing AV12 (easy for seekers) and also can destroy AV13. So the seeker isn't as good as a railgun, but just taking one piranha and slapping two seekers on it can be very useful (though it's not the best use for piranhas)
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Old 27 Feb 2009, 09:03   #9 (permalink)
Shas'Saal
 
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Default Re: MArkerlights

OK chaps you have persuaded me to try a small Pathfinder team in my 2000pts army!

I have gone for a minimum squad in a souped up DF which I will give to one of my FW squads.

The PF will get into a nice safe position with their scout move and will spend all game lighting things up.

I will let you know how I get on!

One added bonus if that the PF DF has this thingy which allows you to re-roll the scatter dice for deep strikers.

Which dice do you re-roll, just the 'scatter' dice itself or the 2D6 as well?

Roland
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Old 27 Feb 2009, 10:45   #10 (permalink)
JAB
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Default Re: MArkerlights


I use a 4 man team in 1000 and 1500 point games (works great, easy to conceal) and another 7 man team with a 2x sekeer equiped fish in 1750 games (yes, i use 2 teams of pathfinders and don't regret a bit ;D). This guys are the bane of your adversaries and work very well in distracting the enemy from your other units.
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