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Games Workshop - Warhammer 40,000 - Kill Team: T'au Empire Pathfinders

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Knowing I wanted to approach this with naturalistic tones, I started with something desaturated and with strong brown undertones. I decided in the end to actually start at brown, and then slowly work up to a bright highlight keeping a strong green tone through, and then wrapping it all together with a glaze. Other than the basecoat I kept my layers nice and translucent, using a thinner medium to do so.

Taking an Fire Warrior & DS8 turret: was interesting and not needing LoS I can see being situationally very powerful: e.g. assassinate. Overall it’s more expensive than a rail rifle and only 1 point cheaper than a pair of gun drones. Put it in your roster but don’t always take it. Other Drones: I tend to be of the mind, in Kill Teams Tau specifically not the full game, that if it can’t shoot in a tau KT don’t take it. That being said I think there might be some niche circumstances for shield drones (take prisoners??) and I’m happy to be proven wrong. Equipped with one of each kind of grenade, pulse carbine with markerlight, and the Nanocrystalline Headgear, which allows him to ignore modifiers to APL, WS, and BS. When paired with a medic, you can almost guarantee a full ballistic skill grenade throw, allowing you to go about your merry way and ruin someone’s day. You can find our review of Psychic Awakening 5: The Greater Good here, which covers the new rulebook. This means that the Drone Controller is absolutely essential to bring in your Kill Team if you’re already bringing Drones, and there’s no reason not to bring it, since it also has all the same weapons and statistics as standard Shas’la Pathfinder. Assault Grenadier Pathfinder (1 allowed per Kill Team)You may be tempted by Tabletop Minion’s video to buy a kit of Fire Warriors first. If you have the kit already, then by all means use them. However, if you’re just starting out, I strongly recommend getting the Pathfinder kit instead. Not only is it cheaper, but it contains our strongest unit: Rail Rifles. A correctly set up (We’ll get to what that means in a minute) rail rifle is almost guaranteed to eliminate one unit every turn. Not only that, the kit will put you EXACTLY at 100 points (if built correctly). Here’s how to build them to achieve that number: The Pathfinder Kill Teams are the embodiment of that philosophy of war, with their many specialists and tools for any situation, as well as their all-round excellent ranged weaponry.

Durability– Pathfinders take punches as hard as they deal them. 7 wounds on a 5+ armor save makes them about as durable as the standard guardsman, but unlike some other imperial factions they can’t use their faith to get an activation from death. Base: Vallejo Earth Texture Desert Sand Red Tone / Strong Tone (1:1) S75 Light Skin (drybrush) Army Painter Wasteland Tufts Kroot – Based Credit: ThatGobbo Shas’Ui Pathfinders are the leaders of Pathfinder kill teams, and the only model to get the Art of War ability to call a Mont’ka or Kauyon once per game. This leader comes with a mission discount in Holographic Readout, which once per battle gives a non-drone operative within ■ the ability to perform a mission action for one less AP . Since you’re always visible to yourself you can have the leader use it on themselves without issue. These operatives are especially frightening at the controls of a Recon Drone, whose burst cannon can reap a bloody toll against enemy kill teams. Frankly, you want to be shooting with it as often as you possibly can. This operative is remarkable for the way it interacts with Drones. You can set up a Drone at the same time as this operative during deployment (and it doesn’t have to be set up near this operative), and the Drone Controller also has a unique action that lets i either a) activate a Drone that hasn’t activated in that Turning Point and have it ignore the first three characteristics of its Artificial Intelligence rule, so that it can perform mission objectives and so on (see above) or b) perform a free Dash or (slightly worse than usual) Shoot action with a Drone that has already activated in this Turning Point.

Weaknesses

The Pulse Accelerator drone can boost a group of Pathfinders through proximity alone. If you pair this with the Bonded Strategic Ploy, you can create a reliable shooting core with any Pathfinders. Kauyon– The niche art of war, when you expect to get shot at early or unexpectedly and you want to counter punch with engaged models. Lets you retain an additional dice as a successful normal save in cover. Double retains in cover pushes your chance of dying from kraks and bolters down 10-20%, compared to just retaining one dice.

Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply. Lets one friendly operative perform Dash actions in 1 Turning Point while in Engagement range of enemy operatives.I’ve played multiple games with this list and variants but I certainly haven’t stress-tested it. That being said, it would be awesome for other people to post guides like this too and hopefully ones better than mine with even more experience :) Fusion Grenades and EMP Grenades are here, and both are pretty nasty. The former cost a whopping 4 EP, making that grenadier operative incredibly valuable, and can just put out an insane amount of damage while EMP grenades gain Lethal X, where X is the target’s unmodified Save characteristics, making them particularly nasty against Custodes (though note that they only do 2/3 damage). Recon Sweep [1cp]– All models wholly within 6” of a table edge can make a free dash move, as long as they are wholly within 6” of one of the edges that are not your Killzone edge. Often times you’ll set up for the first turning point with this in mind, and get your moves up on either flank. On diagonal boards 6” can cover the majority of your team, so there are some very cheeky plays you can make with Recon Sweep. I generally expect to use this ploy 1-2 times a game.

If you want to elect for a more concealed gameplan you can plan on attempting to apply 2 markerlights to the entire opposing team with the aim of scoring Mark Target and Mark Enemy movements over the first 2 turns. Since you have two silent guns, it’s relatively easy to get Mark Target finished on open boards, then switch gears to Killing Blow on later turns. Pathfinder Kill Teams are made up of one Pathfinder Shas’Ui and 11 operatives chosen from the following list:

Fire Warrior Fire Team

You can’t have more drones than non-drone operatives in a given fire team. Eagle-eyed readers here will note that Hunter Cadre teams get access to two options which Pathfinder teams do not: Namely, Guardian Drones and Tactical Support turrets. Strengths more Stealth Suits: I think the gun drones are better value but you can swap out 3 drones for another suit. The Pathfinder Kill Team is a Kill Team for the Games Workshop skirmish tabletop game Warhammer 40,000: Kill Team, and it is available in the Kill Team: Chalnath box set. This is essentially the standard commsman you can find on other teams, but with a pulse carbine and markerlight on top of the ability to boost the APL of a friendly operative. It’s important to find creative uses for the +1 APL; one potential good target is whichever model is holding onto the High-Intensity Markerlight and Analysis Targeting Optic equipment combo. This allows that operative to move into position, markerlight, and fire away at the same target while effectively enjoying the benefits of having 3 markerlights (two from the high-intensity + 1 from the Optic).

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