As promised, a short article on my uses of Pathfinders.
Pathfinders have a unique battlefield role. They are unable to deal any real damage by themselves, and must remain stationary to be effective. In an army built upon combined mobility and firepower, this is a strange combination of traits to have.
Pathfinders, as any good Shas'el knows, are of the utmost importance to an army's success on the field. Able to plot out the optimal firing paths against enemy units, they are capable of bringing the best out of your true firepower.
On the field, Pathfinders are useful when given forward firing positions. While useful in supporting positions, they rank below both Crisis and Broadside battlesuits in terms of survival priority. They are likely to be targeted by the enemy, and likely are going to be among the first of your units to go down. This can be used to your advantage, however.
By positioning your Pathfinders in a forward positioning, you ensure them two roles. First, they act as powerful early fire support. Second, they guide more than your own guns, as they will be lit up by whatever your opponent can send their way. By placing them forward they are able to absorb assaults for your main firing units.
All in all, it is most important to remember that Pathfinders are support, not your mainstay. They should be sacrificed for your true fire units when needed. Their value comes in their early support to your firepower, and in their ability to draw enemy fire away from your damaging units.
Questions? Comments?
Email me at truehyuga@gmail.com, and I'll see what I can do.
Showing posts with label Pathfinders. Show all posts
Showing posts with label Pathfinders. Show all posts
Sunday, March 13, 2011
Sunday, August 29, 2010
The Kauyon; past the walls
A lot of stress has been put into the Kroot Wall aspect of the Kauyon; if it is best, how it works in most lists, its survivability, etc. I thought it would be worthwhile to look beyond the wall for a bit, and highlight how key units to the Tau army fight in context of it, and how they fare outside. I will be looking at two units specifically; Broadsides and Pathfinders.
-Broadsides: Outside of Kauyon, Broadsides make a big show of themselves; the often deploy centrally, drawing attention to themselves whilst maintaining a cover save. They attempt to abuse the enemy's fear of Railguns; making them target the 'Sides before anything else, leaving you time to maneuver away.
The downside of this is that the Broadsides are likely to be eaten alive unless thoroughly defended; in Mont'ka lists, small Broadside firebases are left in the dust, meaning the silencing of your railguns immediately.
In the Kauyon, however, they remain. Broadsides are often placed very far behind protective lines, leaving them among the last of your units to fall, only sacrificed to save Crisis Suits and your Fire Warriors. This means that opposed to a near maximum of three turns shooting, Broadsides can last 5 or 6, easily. This effectively doubles your anti-tank; something you can't see when just glancing at your list's weapons.
-Pathfinders: Regardless of the style, Pathfinders will receive the same treatment; newer players will ignore their non-damaging guns, only to be wiped by your buffed suits, while veterans will target them early and hit them with enough shots to send them packing... which is not a great many.
Pathfinders are constantly in danger in a good game. In the Mont'ka, the player must choose between setting them up in cover and camping until death, or continually redeploying them via transport to avoid enemy assaults. They either suffer the same problem as Broadsides, or they lose turns of firepower to stay around. Either way, they get in around 3 turns of shooting in MAX if they are under pressure.
In the Kauyon, they suffer the same problem; they are relatively easy to shoot out of the game. But the Kauyon offers a slightly better alternative to sticking them in area terrain or ferrying them; putting them behind a Kroot Wall. This may seem trivial, but it adds two major changes to the playing style of the pathies:
1) The Pathies get a choice of the best possible lane of fire. This is due to the fact that the Kroot wall can stretch to give them cover regardless of where they are. Instead of anchoring into terrain, they benefit from freedom and cover.
2) Assault protection. The Pathfinders no longer have to relocate to avoid assault; the Kroot have that covered. Without having to relocate, they avoid assault completely, allowing a focus on shooting; critical, as during the first few turns they have a large amount to support.
Why did I choose these two units specifically? Again the answer is two-fold:
1) They are the best of their role: They are the cheapest renditions of their incredibly useful and limited weapons. While others exist, they are inferior for that specific role; Hammerheads are inaccurate and expensive, while Stealth Marker Teams and Skyrays cost far too much for the 'lights they bring.
2) They work better in the Kauyon. These units both suffer from one drawback in comparison to their more expensive and less effective counterparts; they lack mobility. In the Mont'ka, this regulates them to an Alpha-strike followed by their inevitable demise. In the Kauyon, a solid system of blockading, trapping, and cover synergy leave them strong and firing.
Labels:
Broadside,
Kauyon,
Kroot,
Nocker Geek,
Pathfinders
Thursday, August 5, 2010
Turbo: Using Pathfinders effectively
This will be my first section on Fast Attack, and it is rather unfitting that the first section is on the rather slow Pathfinders.
Pathfinders give very little to the team in terms of pure firepower; they are more expensive Fire Warriors armed with Carbines, and forced to bring along a Devilfish.
On the other hand, they make great support units; bringing the game's cheapest markerlights to the fray, and their devilfish carries a nice device that allows a reroll to deepstrikes within it's line of sight.
Using Pathfinders is a matter of preference, relying mostly on your army build. Some players go out of the way to relocate them when they are endangered, while some use them as sacrifices so that their guns stay shooting.
Personally, I use them as a bait unit; the stay away from my main force, marking from a distance. If my opponent knows very little about Tau, he might leave them be; which would be great for me, as I'd keep my force multipliers. If my opponent goes for them, he takes pressure off my main guns.
Normally I make a small firebase of Pathfinders and Broadsides to draw attention. These can't normally be killed off until around turn 3-4, and by then they've done their jobs; demeching, bringing pain, then distracting the enemy so my mobile units can move on objectives.
How do you use your Pathfinders? Do you keep them alive as long as possible, or do you use them as late game pawns?
Labels:
Fast Attack,
Pathfinders,
Unit Analysis
Sunday, March 14, 2010
Speeding Up
The Battleforce also lacks a form of Fast Attack; meaning that you'll have to get some yourself if you want to use anything.
I've already toldyou how to convert spare Fire Warriors into Pathfinders, so that should be of little concern.
I do not recommend the use of Vespid, and Gun Drones (while severly underestimated) are not recommended either. The latter is usable, but their effectiveness is mostly as an annoyance unit, meaning that they are not that great to take until you've filled your other points with Scorers, Railguns, and Crisis Suits.
That leaves us the use of Piranhas.
Piranhas are useful in a wierd way to the Tau army as they don't bring a lot of firepower, and because of this their mobility seems rather useless; I can bring one Fusion Blaster and Targetting Array there for 70 points? And they seem rather fragile compared to most other vehicles. Weakest possible armor on the side and rear and overpriced compared to Landspeeders, as well as poorly armed in comparison.
So why use Piranhas? Because they make excellent roadblocks. Piranha roadblocks can be used in two ways; the Swordfish and the School of Piranhas.
The Swordfish tactic is simple; A piranha with a Fusion Blaster and Targetting Array rushes the enemy and parks directly in front of the enemy's vanguard vehicle, moving flat-out. The enemy can attempt to destroy it in his shooting phase, but the movement prior will be slowed by him circumventing your vehicle. If your vehicle lives, then you can hop to the enemy's rear armour and fire your meltagun, or plop down in front again.
The School of Piranhas uses two or more Piranhas (two are a cheap annoyance; three or more are a tank murdering unit that should be feared). Each Piranha is armed with a Fusion Blaster (you could use Burst Cannons, but I feel they are a waste of the Piranha), Targetting Array, Flechettes, and some should have Target Locks. The strategy begins the same as the Swordfish; rush a tank, block path, melta and then annoy. But this becomes much more effective; the space taken up by two Piranhas is enough to waste entire turns of movement, and three or more can easily block mulitple units. In addition, the Target Locks will allow you to attempt melta on multiple vehicles; an extremely useful ability. Finally, the Flechettes will allow you to block off infantry paths; putting them between you and an offending unit will force them to move around. Assaulting them will not help your opponent either, as the Flechettes will tear light infantry apart, while hurting even the heavier ones (two Flechettes in a squadron while statistically wound every model in the assaulting unit! That means only 5 Boyz from a full 30 man mob will live, or you can shred about three Marines from a full Tacsquad if they attempt to grenade your Piranhas to death). In addition, when moved at cruising or flatout speeds, the enemy needs 6s to even hit the vehicle, which is easily failed.
If you are having trouble stemming an enemy rush, try using Piranhas in your list; from popping mech to Flechetting hordes, these models can annoy or kill any would be threat.
I've already toldyou how to convert spare Fire Warriors into Pathfinders, so that should be of little concern.
I do not recommend the use of Vespid, and Gun Drones (while severly underestimated) are not recommended either. The latter is usable, but their effectiveness is mostly as an annoyance unit, meaning that they are not that great to take until you've filled your other points with Scorers, Railguns, and Crisis Suits.
That leaves us the use of Piranhas.
Piranhas are useful in a wierd way to the Tau army as they don't bring a lot of firepower, and because of this their mobility seems rather useless; I can bring one Fusion Blaster and Targetting Array there for 70 points? And they seem rather fragile compared to most other vehicles. Weakest possible armor on the side and rear and overpriced compared to Landspeeders, as well as poorly armed in comparison.
So why use Piranhas? Because they make excellent roadblocks. Piranha roadblocks can be used in two ways; the Swordfish and the School of Piranhas.
The Swordfish tactic is simple; A piranha with a Fusion Blaster and Targetting Array rushes the enemy and parks directly in front of the enemy's vanguard vehicle, moving flat-out. The enemy can attempt to destroy it in his shooting phase, but the movement prior will be slowed by him circumventing your vehicle. If your vehicle lives, then you can hop to the enemy's rear armour and fire your meltagun, or plop down in front again.
The School of Piranhas uses two or more Piranhas (two are a cheap annoyance; three or more are a tank murdering unit that should be feared). Each Piranha is armed with a Fusion Blaster (you could use Burst Cannons, but I feel they are a waste of the Piranha), Targetting Array, Flechettes, and some should have Target Locks. The strategy begins the same as the Swordfish; rush a tank, block path, melta and then annoy. But this becomes much more effective; the space taken up by two Piranhas is enough to waste entire turns of movement, and three or more can easily block mulitple units. In addition, the Target Locks will allow you to attempt melta on multiple vehicles; an extremely useful ability. Finally, the Flechettes will allow you to block off infantry paths; putting them between you and an offending unit will force them to move around. Assaulting them will not help your opponent either, as the Flechettes will tear light infantry apart, while hurting even the heavier ones (two Flechettes in a squadron while statistically wound every model in the assaulting unit! That means only 5 Boyz from a full 30 man mob will live, or you can shred about three Marines from a full Tacsquad if they attempt to grenade your Piranhas to death). In addition, when moved at cruising or flatout speeds, the enemy needs 6s to even hit the vehicle, which is easily failed.
If you are having trouble stemming an enemy rush, try using Piranhas in your list; from popping mech to Flechetting hordes, these models can annoy or kill any would be threat.
Labels:
Fast,
Gun Drones,
Pathfinders,
Piranhas,
Tau