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ever thought about giving a stealth team leader a markerlight and advanced stabilization system making it basicly a moving markerlight and have seeker missles in the back
No, I can't say that I have. I have, however, made a 3-man squad of stealth with 2 marker-drones on the leader. I find that the 36" range is enough (don't need the ASS), and the 6" assault move is still enough to get me away from those pesky enemies.
Just my two cents, however. Maybe someone else has tried it. The only thing I see as a problem is the ASS can't be hard-wired, so each member of the team will have to take a hard-point system (more points to sink into a cheap unit).
"Listen up you primitive screwheads ... see this ... this is my BOOM-stick!" - Ash
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I suggested mostly as a joke in the other thread. No way is this viable.
what about having 2 squads of carbine fws with a skyray moving behind each of them. considering how each **** has 2 markerlights and can move and shoot both at different targets which obviously can give each team BS 5 plus the 6 seekers each and a added pinning effect when needed from the carbines.
That's right! I didn't think about the ASS voiding the assault move. So yeah, you paying points to actually reduce your total move in the round.
Just get a three man team and put drone controllers on all of them then give them 2 marker drones each. Also, make sure to hardwire the team leaders drone controller and give him a targetting array, a markerlight, and target lock as well. Thats 7 infiltrating stealth shielded markerlights, one of which can fire at a seperate target at BS4, and all of which can do an assault move after firing their lights. The big bonus is the infiltrate allows them to be positioned wherever they want to get good first turn alpha strike capability, and if an enemy gets too close, they can hose them down with their own lights improving BS, reducing cover saves and probably putting the general hurt on them.
The downside is the unit costs 300 points, which is prohibitively expensive in any game smaller than 2000 points.
Considering a Full Pathfinder team would set you back anywhere between 191 to 231 depending on rail rifles and devilfish setup... its not all that bad really.
Only problem is as soon as you take casualties you are taking off markerlights (as they are the majority unit)...
I guess its probably better to use this unit as a specific markerlight unit and not really use the burst cannons. Much better than pathfinders due to the manueverability of the Jetpacks.
I agree with israfel420 that stealths are the best way to get markerlights into your force. I also agree that it's still too expensive for what you get at less than 2000pts.
Say you have 3 marker drones, markerlight, and array. That's 200pts for a 6 man squad. That's reasonable. It also works out well for mixed armour, you don't risk losing a stealth and his drones without first getting the opportunity to fail drone saves first, thus good chance of removing a stealth without any drones attached (one stealth has 1 drone, 1 has 2 drones). It is also an even number, good for scoring. It is also not a multiple of 4, good for casualty check purposes. This is in my opinion the best way to get markerlights into your army.
Lets do the math. You want to have a BS5 rapid fire drop for your 12 fire warriors. You need 2 hits, a third hit will benefit the devilfish, a 4th hit is wasted. It could instead hit once, which gives you a BS4 rapid fire drop.
First, my unit of fire warriors cost 245pts. I give my devilfish dpods for reasons that are off topic.
It gets 16 2/3 hits on average. That's 0.0680 hits per point.
Now, my unit of fire warriors and stealths cost 445pts.
It gets (insert complicated math) 23 15/16 hits on average. That's 0.0538 hits per point.
So we lose efficiency. We always new this, this is why people don't use markerlights at the UKGT (and if they do, they lose).
But what do you gain? You gain the chance of wiping out a squad. That could help more than efficiency, what if the last squad member had a lascannon or powerfist? That's an important last kill.
Plus the unit of stealths can move (12" if you have to), score, and can't really be shot. You can also boost much needed shots, like plasmaguns against terminators, railguns against tanks, or pulse fire against guard, making your army more versatile, able to enhance the weapons needed against whichever foe they face.
So while not the most effective choice, I can see players using this team and doing well.
It also adds a little variety into the otherwise very boring Tau.