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Markerlights and the best way to use them

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Reply With Quote dethdukk is offline
  #1 Old 14-11-2009, 02:35 AM
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Default Markerlights and the best way to use them

I am starting a tau army, and I kind of want the focus to be on markerlight combos. so, I want people opinions and the pros/cons of different ways of using them. So, the ideas that I have had first:

Basic pathfinder squads of course. but I dont know if its better to have small or large squads, and I don't know if it would be cost-effective to add 2 marker drones to up the efficiency of the rest of the unit.

Putting markers on stealth suits: 2 ways to do this. one is to put one on the shas'vre. other way is to get drone controllers on all of them and fill them up with marker drones. this gives an extremely versatile unit that can shoot markerlights even while moving. only problems I see with this are: its extremely expensive, and the gun ranges are a little contradictory.

Crisis: Using the same idea as the stealths, but use Deathrains instead. this allows for unit that is effective against both tanks and infantry, and the gun ranges are the same (really long) so they are in little danger of being shot back at.

Sniper teams: Also have and can use markers. good for killing meqs, and you can have TONS of them. if you are willing to give up railguns :/ I kinda like them tho. lots of fun, and its cool dropping entire SM teams who cant even shoot back.

Vespids: great synergy with lights. Use 2 with a full vespid team and you will kill 8-10 rines in one round of shooting. good unit for a "forward defense team" as well.

So, basically I am looking for peoples ideas as to the most cost-effective lights, if stealth/crisis teams armed with markers is worth it, and what units benefit them most from them. Also, and good light-combos is good (by this I mean like... a sniper team. you use 2, and then put one back on because of the now BS5 markerlight in the group)
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  #2 Old 14-11-2009, 05:01 AM
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First of all, you can't use one markerlight to benefit another, so a NW ML cannot increase the BS of a model who uses a ML.

Second, you for some reason exempted Fire Warriors.
Get the Shas'ui with a ML and a Target Lock, so he can fire it at a different unit to the one he's a part of (it's not networked, so no point in shooting it at them)
Put one of those in every Fire Warrior team you have that doesn't intend to move around much.

Having a Commander with 2 Marker Drones is good, because they can move and fire them, and you can attach them to any squad (he's an IC)

Pathfinders are great, just a minimum squad allows you to do accurate Deep Strikes, because of the Devilfish, and you get a fair few Markerlights which can get into a nice position before the game starts.





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  #3 Old 14-11-2009, 05:29 AM
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I noticed the "no ml benefits for other ml" rule just a bit ago. alas.

I didnt mention firewarriors, and I probably should have. however, I plan to use the "fish of doom" tactic, so the ml will be almost useless on a fire warrior squad.

I believe that the commander looses IC if he is accompanied by drones, but I will have to double-check.
Edit: you are right about this one as well! Very interesting, it might be worth making a "close and personal" Shas'o to acompany one of my stealth teams. Now, another thing: one of the debates I've seen on some forums is: do the drones fire at the squads target, or at the drone controllers target? basically, if the Shas'O has a lock, who do the drones fire with?

I agree with everything you said about the paths. also: because of the new transport rules, you can use the devilfish to move your fire warriors around, so you dont need to buy extra fish just to ferry the warriors.

So now that I have noticed the new rule, I have questions:

If a unit includes a model with a ml, can the entire unit not benefit from lights? or is it just that model? also, can that model get benefits for other guns it may be shooting in the same round? ex: stealth suit with a burst, marker, and multi-tracker.
Edit: just read the answer. it specifically says "markerlight shots cannot benefit" ergo, the above example means that the ml shoots at BS3, the burst as BS4/5

Last edited by dethdukk : 14-11-2009 at 05:40 AM. Reason: read about markerlights/IC rules
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  #4 Old 14-11-2009, 06:13 AM
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Originally Posted by dethdukk View Post
I didnt mention firewarriors, and I probably should have. however, I plan to use the "fish of doom" tactic, so the ml will be almost useless on a fire warrior squad.
Aah fair enough, I mean if you have a 'sniper' FW team, ie: with Pulse rifles, and stand there, then the ML is a great option.

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Originally Posted by dethdukk View Post
you are right about this one as well! Very interesting, it might be worth making a "close and personal" Shas'o to acompany one of my stealth teams.
I think it's a great option to put in a FW team, which seems an odd thing to do.
2 NW MLs from the Commander that can fire on the move, and his heavy guns, adding to the already substantial firepower of a FW team with rifles.
Get in rapid range, fire the 2 MLs, hit with 1, that's a whole assload of Pulse shots at BS4.

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Originally Posted by dethdukk View Post
Now, another thing: one of the debates I've seen on some forums is: do the drones fire at the squads target, or at the drone controllers target? basically, if the Shas'O has a lock, who do the drones fire with?
No, they do not benefit from the wargear of the 'owner' in any way.
The only relevance to the owner they have is that they die if he does, and have to follow him.
They fire at the initial target of the unit, and the owner (who has a Target Lock) can target a separate unit.

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Originally Posted by dethdukk View Post
I agree with everything you said about the paths. also: because of the new transport rules, you can use the devilfish to move your fire warriors around, so you dont need to buy extra fish just to ferry the warriors.
Actually, keeping the fish near them is a good idea.
They're going to be sitting in cover, sniping with their lights.
When someone gets near them, they obviously don't want to be there; so you use the Fish to evacuate them.

First of all, they have Scouts, and their dedicated transport gets that if they're in it, you use that 12" move at the start of the game to get them in a nice spot.
Then, you either use the Fish as an evacuation tool, or you take full advantage of the Deep Strike re-roll, move it around to get a nice LOS, then drop some suits behind them enemy and blow them to pieces (usually vehicles, because, you know, rear armour and such).
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  #5 Old 14-11-2009, 06:37 AM
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alright, more questions (less related to markers, but I needs answers). I am debating on what to fill my elites with. I really like stealth suits, but crisis suits are also good, and the stealths are looking a little expensive comparatively. I mean, 3 burst/missile/tracker crisis costs 150, same cost as 5 base stealths, or about 4 with a light. Dedicated tank hunter crisis suits cost even less...
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  #6 Old 14-11-2009, 07:21 AM
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Originally Posted by dethdukk View Post
alright, more questions (less related to markers, but I needs answers). I am debating on what to fill my elites with. I really like stealth suits, but crisis suits are also good, and the stealths are looking a little expensive comparatively. I mean, 3 burst/missile/tracker crisis costs 150, same cost as 5 base stealths, or about 4 with a light. Dedicated tank hunter crisis suits cost even less...
As a pretty basic rule, Battlesuits are better than Stealth suits in almost every way.
2 wounds, T4, S5.
Stealth suits do have their advantages though, one is that they're hard to shoot at a distance (which isn't that good, considering they have short-ranged weapons), they can also outflank, and look really cool.

If you're just going with the basic Burst cannon, then a Stealth suit is probably better, it ends up cheaper and is only outperformed in toughness; anything more than that and Battlesuits become blaringly better.
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  #7 Old 14-11-2009, 02:41 PM
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Quote:
Originally Posted by dethdukk View Post
I am debating on what to fill my elites with. I really like stealth suits, but crisis suits are also good, and the stealths are looking a little expensive comparatively. I mean, 3 burst/missile/tracker crisis costs 150, same cost as 5 base stealths, or about 4 with a light. Dedicated tank hunter crisis suits cost even less...
This is indeed a very sad reality. XV25s are overpriced. A stock XV25 costs as much as a stock CSM Terminator and is completely harmless in CC, has crappy BS and poor LD. A TA equipped XV25 (so they actually might hit fairly predictable) costs as much as a SM Terminator and becomes even worse in comparison

The Firestorm Suits are most likely better then Stealth Suits most times, simply because they shoot 6 S7 shots in their 15 shot bullet storm, instead of 15 S5 shots. They shoot longer and harder, are tougher and even better in CC. All of that for the same amount of points!

XV25s live on Stealth Field Generators, sadly their 18 inch range guns means that opponents that wants to shoot them and rolls 1 pt under average on 2D6 will see them. Before anyone tries to be a smart ass: Yes they can JSJ, but thats 6 inch, and guess what, the opponent can also move 6 inch before shooting, making the distance constant.

XV25s has their uses, but they are a lot trickier to use then XV8s, and has a much more limited field of use, thus many many players shun them





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  #8 Old 14-11-2009, 09:44 PM
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this whole thing about marklights confuses me haha im used to good old fantasy rules
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