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Pathfinders

 Post subject: Re: Pathfinders
PostPosted: Thu Sep 02, 2010 11:31 pm 
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Morgan Vening wrote:
Are you sure you meant to completely remove (rather than downgrade to 6+) the Sniper version's save?

I prefer the Sniper version either way, fits into a different battlefield role, rather than Just-Another-Fire-Warrior.

Morgan Vening


Stats are correct, if the Sniper version is picked but after playtesting it proves a little weak I will just add a 6 or 5+ save back. Personally with Sniper they look good to me, the formation has always been very fragile when enemy actually concentrate any fire at it (or wiped out if engaged) 5+ Save or not.


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 Post subject: Re: Pathfinders
PostPosted: Thu Sep 02, 2010 11:36 pm 
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Sniper is my preference, subject to playtesting I think they could live with a 6+ save eventually.

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 12:18 am 
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Consistency is important, but we should remember something - Pathfinders have Markerlights built into their Carbines. If they are shooting people, they aren't markerlighting things. I honestly can't remember the last time I saw pathfinders use their Carbines in 40k, and in the fluff I can only think of one time, on Gravalax. But those were pathfinders scouting the sewers of a city, on their own more or less.

I see the Carbine as more a weapon of last resort. Like, when the Gue'la have found you out and are charging up at you with bayonets fixed, you give them a volley of Photon Grenades and fall back, using the guns to keep the enemy at bay until you can get out of there/get rescued by the army that should be advancing behind you.

Basically, just because they have the carbines doesn't mean they /use/ the Carbines typically. They don't carry as many charges (equivalent of 3 magazines in a modern gun) as Fire Warriors, and don't have the recharger backpack that Fire Warriors wear. Enough that they can put on a great light show when they need to get away, but not enough to actually engage in a firefight.

Plus, even if they aren't markerlighting things, I imagine that the scouting pathfinders are divided into dispersed 2 man sniper teams. 1 dude with a Carbine/markerlight and one guy with the Rail Rifle. Don't want the carbine guy firing off his gun and revealing the sniper positions.

In my opinion, anyway.


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 12:23 am 
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Quote:
I can only think of one time, on Gravalax

I'd just like to take a moment to note that the Tau, with their fishy looks and fish-named tanks, were fighting on a planet named after a food made from fish.

Heh.

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 12:38 am 
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Quote:
Type-----Speed-------Armour-------CC-------FF
Infantry--15cm----------5+---------6+-------5+
Weapons
Pulse Carbines 15cm AP5+ Disrupt
Rail Rifles 30cm AP5+/AT6+ Disrupt
This for me thanks.
I really like the Sniper idea but there's no way I want these guys running around with no armour save.

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 3:52 am 
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I love the idea of sniper, but no save is just silly and not background-representative. I really think it's a mistake.

A 6+ save and possibly losing the carbines would definitely be enough of a downgrade, or make the rifles AP6+ if neccesary.

Don't ruin the sniper idea by tacking-on this completely non-representative lack of any save.


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 8:51 am 
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zombocom wrote:
I love the idea of sniper, but no save is just silly and not background-representative. I really think it's a mistake.

A 6+ save and possibly losing the carbines would definitely be enough of a downgrade, or make the rifles AP6+ if neccesary.

Don't ruin the sniper idea by tacking-on this completely non-representative lack of any save.


Armour 6+ is also unrepresentative, epic is quite a subtle game. Something I notice quite often when using fire warriors is because of their save and their devilfish, that I dont really have to think about terrain that much as they are already at -1 to hit from the armoured vehicles and their saves are as good as being in a wood.

With no save on the Pathfinders and really wanting to use the Sniper rifles (which are great) but at the same time to get some protection, it will be important to make use of terrain (characterful), this has a double effect of probably keeping you from getting within 15cm of your target and so limiting the pulse carbines to a much more defensive (last resort - do or die weapon).

See everything done with one stat change not two :), besides I had to make it a real choice if someone asked me if I wanted Sniper or disrupt I would take their hand off for Sniper.


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 10:01 am 
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They're meant to be wearing Carapace Armour so 6+ is about the worst save they should have in Epic IMO.

The 5+ of Fire Warriors also represents their training, willingness to fight on under fire instead of melt away, etc.

But no save at all is unrepresentative I agree.

If you're worried about Pathfinders sheltering next to Devilfishes, I wouldn't be overly concerned, as the formation size is 50% smaller so they can't sustain 1-2 casualties and still remain combat effective like Fire Warriors.

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 10:06 am 
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I think its fairly clear from the initial responses that people like the Sniper idea, I like it too from a character perspective but I really do have concerns over it in terms of power. Sniper is a very powerful ability with alot of uses over and above the brilliant -1 to armour/cover saves.

Even with no armour at all if the formation remains at 175pts I already see myself re-writing my standard 3000pts list to cram in two more formations.

Seeing as the Sniper option is going to be the most popular formation, I think the best idea is to get it playtested but I am of the opinion that the best way to make something a hard choice in the Tau list is points costs as its so points sensitive.

So can people go with the following stats at 200pts for the formation - this is the version that will go into 6.32.

Type----------Speed------------Armour------------CC------------FF
Infantry--------15cm-------------5+----------------6+-----------5+
Weapons
Pulse Carbines 15cm AP5+ Disrupt
Rail Rifles 30cm AP5+ Sniper


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 10:36 am 
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I see no reason to keep the pulse carbines. I would really like to see them dropped an keep the points the same. I have problems currently with PF's having as many shots as FW's. Dropping the carbines would make them more specialized as a support formation not a mainline formation. Additionally if they went to 200 points I don't think I'd use them. Its very important in Tau lists to keep activation counts up. I already think the recon formation is too expensive I don't want to see PF's going that way as well.


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 10:49 am 
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Quote:
I already think the recon formation is too expensive I don't want to see PF's going that way as well.

Nothing wrong with giving them a test. 25pts isn't a huge jump, and 15 activation armies are silly anyway.

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 11:30 am 
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yme-loc wrote:
So can people go with the following stats at 200pts for the formation - this is the version that will go into 6.32.

Type----------Speed------------Armour------------CC------------FF
Infantry--------15cm-------------5+----------------6+-----------5+
Weapons
Pulse Carbines 15cm AP5+ Disrupt
Rail Rifles 30cm AP5+ Sniper


I'm good with that to at least play test, though as said, may be a little expensive, but we'll see :)

roll on 6.3.2 ;)


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 11:59 am 
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What would be the cost of the Pathfinder upgrade?

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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 12:16 pm 
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100 i'd guess...


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 Post subject: Re: Pathfinders
PostPosted: Fri Sep 03, 2010 2:27 pm 
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It always good to get an official cost from the AC ;)

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