Pathfinder question

Mr Benn

Mongoose
(with apologies if these have been dealt with before).

1) Do K9 squads count towards the 1-2 pathfinder squads per officer? (I assume they do, otherwise a reinforced platoon could be 9 squads)

2) Can K9 squads be upgraded to take the Mk2 neodogs? (although the cost of the Mk2 in S&P33 looks far too low. Surely it should be 30pts)

3) Three of the squad may replace their std Morita with Sniper, Flamer etc. One may relace his Morita with a Javelin.
Is this Javelin replacement one of the the three or a fourth replacement?

Thanks.
 
1: Officers are allowed to add one K9 squad each in addition to the 2
normal Pathfinder squads allowed. It says in the Pathfinder Army
Book that you can have up to 3 officers and 9 squads total. Since you
can only take 2 squads per officer it must mean that the K9 squad is
allowed as a third squad.

2: Yes, but I think you use the points cost in the MI Army Book. All of the
other stats (like the underbarrel GLs and Plasma Charges) changed in
it replace the ones in the Pathfinder book, so I expect the same
applies here. I think the updates in one of the most recent S+P issues
addresses this. Not 100% certain.

EDIT: Just checked the MI Army Book and it states that Pathfinder
Neodogs cost +20pts and use the stats in the Pathfinders Book.
They can't take Mk2s.

3: The Javelin is in addition to the three other heavy weapons allowed.
 
:) I'm a pathfinders fanatic, so I know all the little details.

Even how to fire reaver heat rockets in reaction at tunneling markers... anyone else worked that one out yet?
 
He he, it's fully compliant with the rules :)
I had three players all trying to work out some reason why it was against the rules...... a tunnel marker moved within 10" of my pathfinders and I reavered it in reaction. Fully legal :)
Takes some doing, but it's achievable. Read my PM, works doesn't it :)
 
Jose, could you pm me as well? As far as I know, there is nothing that can change the type of a weapon, which means that it should be impossible to react with them.
 
The only way to react with a Missile Launcher is placing it in contact with an Ammo Dump.
But I think that is a dumb idea cause any Plasma Bug, Infiltrator, Firefry or Hopper Bug will attack this structure and blow away the whole squad there.

Or you simply deploy a camo tunnel entrance 8" away from it and smash it into pieces with a popping out tanker (which should survive the explosion).
 
you still have to get a tunnel marker into contact with the camo entrance, so you will be prone to taking reaction fire as you move in.
Also, plasma bugs are just a handy way of scoring points for MI :)And keep the MI mobile, don't start next to the ammo dumps.
Jump and shoot in one round then land next to the ammo dump, your unit can now react with it's pack weapons. Remember only one model needs to touch the ammo dump, the rest can be 6" away. I buy a few and bounce between them, it forces the bugs to take them out, and they are only worth 50 points.
 
JoseDominguez said:
you still have to get a tunnel marker into contact with the camo entrance, so you will be prone to taking reaction fire as you move in.
No you won't. A tanker can move 5", touch the tunnel entrance, emerge and attack in close combat with one action.

And if it emerges it gets 4" due to the size of the tunnel entrance (touches one end and approaches from the other) and 8" for it's full length (staying in contact to the tunnel marker with his back).
So it has an effective range of 12" when emerging from a tunnel entrance.
If you count in the move, too, its 17". Not all bad.
 
I'll pm you :)
My last opponent tried that, lost all three of his tankers without them firing a shot.
But that 12" range doesn't protect from pathfinder reaction..... even without dogs they react at 12", with stay frosty or warning it's 14" and remember, the ammo dump may be 12" away from the javelin. (one trooper in base contact, the sergeant 6" away from him, the javelin another 6"). Forces a tanker to come up in the middle if it wants to take the ammo dump. That's when frag grenades become really useful (and they can react too if next to an ammo dump). With the unit spread even a tanker will be hard pressed to take out the lot.
Most MI players don't spread out enough though.
I once fired a plasma bug in turn one and took out three squads of pathfinders..... he never did that again :)
 
Hm, nice trick.
I asume that will not work quite that well with SST Evo (only one reaction), though it might still be ugly.

Hm, what about firefries and Infiltrators? Seems to me they work best here.


By the way, how many models has the typical Pathfinder Army at 2000p (or 1000p)?
 
Most people make the mistake of overpowering pathfinders and ending up with a small force of super soldiers that get's plasma'd off the board.

I go for lots of cheap snipers so I can get lots of javelins, at 2000 points I get about six units.

INfiltrators have stopped working in our games, MI almost always have lower PL, so your army starts readied. Turn one they jump next to the infiltrators with one action (using the start readied option), that leaves them within command radius for their second action and the infiltrators are blown away.

Only option is to place tunnel entrances under the infiltrators, that stops the MI getting them (jump with one action, but second action isn't a jump so cover still applies).

Firefries are OK, but pathfinders reaction radius can be a nightmare as it's 12" as standard and 14" with warning, means that firefries are unlikely to jump in flame and get back out without taking reaction fire.
PAthfinders also reroll saves vs shooting if in cover (no specific mention of flame negating this either).

Oh, and pathfinders trigger no reaction in the first turn, that can mean that an entire force can risk jumping on top of bugs and flaming/trenchsweeper them in droves. I've only tried it once, vs a fast attack army that set up on their leading edge, so only 12" away from mine, jumped in and incinerated almost everything. Then readied with the second action and jumped out when the bugs came back(started readied due to lower pl).
 
How good is the AA defense of a typical PF Platoon?
(Need to get that damn book...)


p.s. Firefries have 9" - they normally also don't get away without reaction fire.
My plan was eradicating seperated groups completely with Firefries, Hoppers or Acid Ripplers (=>almost no reaction fire) and jump around the table using as much cover as I can (means deploying units inside of forests, crop fields, next to walls etc - shouldn't be that difficult with size1 models).
 
AA defence is no better than a standard platoon. Biggest problem will be the pathfinders going down bug holes, they are better down there than the bugs as with a ready they can shoot and shoot in reaction underground.
 
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