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Could you guys list nice tactics for pathfinder. Anything would be nice, pathfinder/other unit combinations, army spicific tactics....anything would be great Thanks.
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I like to move my pathfinders into a building or some other terrain where they can defend and be in a good position to use their rail rifles.
Some people like to give them EMP grenades an d use their free move to get them close to tanks. This tactic is less effective now than it was in 3rd due to the disembarkation rules. If you set them up somewhere and use the markerlights to help crisis suits you can't go wrong.
The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines!
i wish i knew, mine always die, they've never survived past turn 2
they did quite well as a kill team though
less hate more kittens
Well, whatever you do, deploy them in cover, and make sure to have them deployed with their bonus pre-game move.
Dont bother using them if fighting Tyranid, Imperial Guard, Kroot, Tau, or Eldar.
why not eldar? marker light the guardian squad and *badda badda badda* stealth suits burst cannons OWN them, hitting on 2+Dont bother using them if fighting Tyranid, Imperial Guard, Kroot, Tau, or Eldar.
P.S. works for imperial guard too
P.P.S i have don it
Starting anew-september 22 2005
What's the best tactic against Imperial Guard? My guys are constantly getting cut down to size. And it *****es me off because i lose my railrifles. Oh and railrifles have a strength of 7 and an ap of 4, right? My friend and i couldn't remember, and we're confused. :blink:
What lies at the bottomless gulf between the soul and the heart?
railrifle has AP 3 not 4 and against imp guard use the tactic i described aboive-i t works for IG too
Starting anew-september 22 2005
S6 AP3 Range-36" Heavy1 pinning test(legal because it's on the official gamesworkshop GERMAN website) *have mercy Phobos
The best thing to do it seems, is disembark fro mthe devilfish on the free move, then on the first turn disembark the drones, then move the devilfish foward. due to the new firing rules, the path finders will be harder to hit. and you can shoot under the devilfish because it's a skimmer.
Protect your frailty in a Mechanical body.
Remove your frailty with mobility.
Hide your frailty in a body unseen.
Pathfinders are one of my favorite units. I recently composed a Tactica on using Pathfinders for another site I visit. I will re-post that material here for those interested.
The site that this was written for is a site devoted to studying Mechanized Tau... the style of play where everything in the army is either mounted in a Transport or has a jet pack. Therefore, the article approaches Pathfinders from that perspective.
Due to their extreemely steep learning curve, Pathfinders are an incredibly difficult unit to use well and consequently one that is shunned by many Tau commanders, both Mech and Static alike. However, with proper use, they can be incredibly powerful and it therefore behooves us to spend a few minutes considering their different battlefield roles.
The biggest advantage of Pathfinders is that they are our cheapest source of Markerlights. Spooky on the Mech Tau Forums ( groups.msn.com/MechanizedTauTactica ) did a detailed analysis of the various costs of Markerlight hits from different sources and I have compiled it into a table below:
Unit Type Cost per Markerlight hit per turn
8 Pathfinders 44 points
6 Firewarriors 160 points
3 Stealths 210 points
As you can see, Pathfinders are by far our cheapest source of Markerlight hits. Keep in mind that this table only accounts for the value of the Markerlight hit and not any other weapons or abilities that the unit carrying them might have, so it is not a true measure of their full usefullness, but it gives us a good starting point and is helpful in its own right.
Pathfinders can also be equipped with Photon and/or EMP grenades and a Shas'ui can purchase one piece of hardwired wargear. Finally, a maximum of 3 Pathfinders in a squad can be equipped with Rail Rifles for +10 pts each and can further be equipped with hardwired Target Locks for an additional +10 pts each. If Target Locks are taken, the Rail Rifles suffer from 'Gets Hot'. Rail Rifles are a Chapter Approved addition to the Tau Codex and have the following stats:
Strength 6, AP 3
Although they don't have as many weapon and wargear options as a Crisis Suit, the versitility of the Markerlight allows them to fill nearly as many battlefield roles. The number of possible uses for Pathfinders is dizzying. Futhermore, while Crisis Suits seem flexible on paper, they really must be specialized in order to succeed on the battlefield. Pathfinders have the ability to adjust on the fly to fill 2 or 3 different roles all during the course of a single game. Let's analyze some of the ways our forward scouts can be put to good use:
Seeker Launch Team
In this role, our Pathfinder team sits at the back of the board, usually in some cover and targets vehicles and heavy infantry for destruction with Seeker Missiles brought on board our tanks. In the extreeme, even a modest Mech or Mobile army can field upwards of 16 Seeker missiles giving our 8 man Pathfinder Squad 4 turns of Markerlight triggered barrages. Although investing 160 points in one-use weapons seems risky, the advantage here is that the tanks these missiles are mounted on don't need to show themselves in order to fire their weapons. They can stay bottled up behind a forest for 4 turns until their Seekers are exhausted and then come out once the field has been cleared of heavy weapons. Furthermore, when compared against an Ion-Head, we're looking at 16 Strength 8 shots in 4 turns for 160 points versus 18 Strength 7 shots over 6 turns for ~150 points. Of course this doesn't include the cost of the Pathfinder unit itself, or the vehicles the Seekers are mounted on so the comparison isn't necessarily direct, but it gives us something to work from. As a Seeker Launch Team, Pathfinders allow a clever Tau commander to essentially bring a 4th Heavy Support choice. In this role, don't forget that Seekers can be useful against infantry as well. Strength 8, AP 3 is enough to insta-kill Marine Characters and Necron Warriors denying both their saves and WBB roles. They also excel at killing Eldar Wraithlords and Wraithguard.
Fire Support Team
In this role, the Pathfinders are truly 'marking enemy units for destruction.' A squad of Marines illuminated by 4-5 Markerlights is easy pickings for a Crisis Team armed with Plasma/Fusion inside 12" range. Call in an Ion-Head with that last Markerlight and the squad is finished. That squad of Genestealers getting a little too close to your lines? Light 'em up with the Pathfinders and call in the Stealth Team to finish 'em off. In this role, the Pathfinders are capable of drastically enhancing the effectiveness of your firepower at any place on the battlefield in a 3' radius. Furthermore, by using Markerlights in this way, you effectively deny cover saves to any enemy units marked for destruction (courtesy of the 4th ed FAQ). This is especially satisfying when calling in Railgun Submunitions against Tyrranids, Chamilion Cloaked Guardsmen, Kroot, Harlequins, or any other unit that relies on cover for their protection. In this role, you will often find yourself Markerlighting targets that are not the closest, so bringing a Shas'ui or attaching an Ethereal are useful options for the additional leadership. Depending on your opponent, bringing 3 Rail Rifles can also be effective for Pathfinders in this role. Against Marines and Necrons the Strength 6, AP 3 is perfect and both the Markerlights and Rail Rifles have the same 36" range.
With their pre-game move, a Pathfinder Team equipped with EMP grenades is uniquely positioned to be able to get in quick and dispatch those heavy vehicles. Unfortunately we're unable to assault out of our transports, so this tactic is more difficult than it was in 3rd edition, but it's still viable nonetheless. In this role, an Ethereal with an Honor Blade can add 4 Strength 5 attacks to help bring down light vehicles.
A Pathfinder Squad is the only way to get a full Squad of Fire Caste Warriors equipped with Pulse Carbines, arguably the best harrassment weapon in the game. An assault weapon with 18" range that causes pinning? Yes please! The only downside to using Pathfinders in this role is that Gun Drones do it so much better. With twice the mobility, better accuracy and the ability to Deep Strike, this niche truly belongs to the frisbees of death. However, choosing this as a secondary role for your Pathfinders is still a very viable option.
As we mentioned above, the beauty of Pathfinders is that they can easily switch between these 4 roles at any point during the game. A typical game for a Squad of 8 with an Ethereal and 4 Seekers might look something like:
Turn 1: Markerlight a Predator, launch 4 seekers, blast it to bits
Turn 2: Markerlight an onrushing Assault Marine Squad hiding in a building, use the hits to guide a 6 man Stealth team
Turn 3: Markerlight a Devistator Squad, use the hits to guide an Ion-Head and 2 Deepstriking Plasma/Fusion Suits ignoring their 3+ cover save for being in a bunker
Turn 4: Load back up in the Devilfish
Turn 5-6: Unload and claim objectives, and/or harrass enemy stragglers with Pulse Carbines
So as you can see, it's possible to equip your Pathfinders to succeed in a number of the above listed roles with little to no investment in additional Wargear.