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

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The standard operative, with markerlights and a pulse carbine. Surprisingly, having access to more markerlights and mission action doers is good in more than one match up. There are also times when you just need more opportunities and angles to put markerlights on opposing operatives, so don’t sleep on the standard shas’la. Blooded Pathfinder Emp Grenade [2ep] – a frag grenade with lethal X, where X is the save of the targeted models. Since you generally take the grenadier you won’t often pay for this. Generally I’d use this on saves of 4+ or better and skip it against worse saves. The one thing that really threw me, though, was that you are required to actually break off several parts of moulded scenery. You’ll see this warning in the build guide: 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).

Nerfs– The nerf bat has targeted the Pathfinders many times, and with how much people complain about pathfinders, it does seem like it might happen again. As of 04/03 we are now at 11 or 12 operatives! But if you’ve been bitten by the Kill Team bug and want to get playing as soon as possible, the route you need to take is a little more difficult. CAVE: Follow the same steps as described under step 5. Weapons Expert Pathfinder (Ion Rifle)-Part and take care / keep in mind to swap out necessary parts as necessary (which basically only are the arms and weapon(s)). As I stated under Sidenote #1, I’d recommend building two of this variant, but it really comes down to your personal preference in the end.

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Pathfinder Kill Teams are made up of one Pathfinder Shas’Ui and 11 operatives chosen from the following list: As usual, I haven’t been able to get a decent, folded-out shot of both sides of the board due to the limitations of my lightbox. However, in this instance there’s not really all that much to show you on the other side. The aesthetic on the reverse of the board is, well, almost identical to the one shown below. It’s just grey instead of brown.

Another cute combo if you don’t pop Art of War on the first turning point is to pass an APL to an activated model, so that on the Mont’ka turn you can dash, markerlight, shoot, then normal move. Medical Technician Pathfinder Drones are one of the hallmarks of T’au warfare and see frequent use during spec ops missions, with six different kinds available to Pathfinder kill teams. No matter which you choose, the Drone Controller Pathfinder will ensure they act with efficiency far surpassing their basic programming. The majority of the plastic – 8 sprues, to be exact – is for terrain, and there are a couple of duplicates in there. Three of the sprues are in there twice, and two of the scenery sprues are unique. The other 4 are for your Novitiates and Pathfinders two apiece. 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. Despite their clandestine nature, Pathfinders don’t take to the field unsupported – specialist equipment gives them access to detailed sensor data from orbit, marking critical targets while the T’au remain safely behind cover.

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Drones are more specialised than regular Pathfinders. You’ll lose out on an operative that can Shoot , Markerlight , or interact with objectives all at once, but the right drone in the right place can boost your other operatives exponentially. Just remember to focus them on their purpose – a drone flying around and not doing its proper job is a big waste. As long as your leader is still on the field, during the strategic phase you can call for an Art of War when you would use a strategic ploy.

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