Markerlight Tactica: Pathfinders vs. Stealth Suits


pathfinder_vs_stealthIn the current edition of 40K, markerlights seem to be all the rage for Tau armies. Whereas many Tau armies in 4th edition focused on bringing mechanized troops to the table, the current trend is to bring markerlights to negate 5th’s ever-present cover saves. While there are a variety of units that can mount markerlights, the two most commonly used are the Pathfinder squad and the Stealth Team. So, which is better? Are there any clear advantages to using one over the other? Let’s take a look at two potential markerlight units:

Stealth Team
3 Shas’ui w/ Burst Cannon, Drone Controller, Marker Drone
1 Shas’ui team leader w/ Burst Cannon, Markerlight, Hardwired Multi-tracker, Drone Controller, Marker Drone
Cost: 260 points

Pathfinder squad
7 Pathfinders w/ Markerlights and Pulse Carbines
1 Shas’ui w/ Markerlight and Pulse Carbine
1 Devilfish w/ Smart Missile System, Disruption Pod, Multi-Tracker
Cost: 221 points

So, what are the advantages of each? Let’s start with the Stealth Team.

  • Jet Pack Infantry – this is probably the biggest advantage of the stealth team. Most importantly, it makes the unit Relentless, allowing them to move and shoot their markerlights. They also gain the extra 6″ of movement in the assault phase, allowing them to use Jump-Shoot-Jump tactics, as well as effectively putting their markerlight range at 42″.
  • 3+ Armor Save – higher survivability is better. True, it doesn’t carry over to the drones, but the suits themselves can take more punishment than pathfinders can.
  • Markerlights on Drones – having the markerlights mounted on drones allows the stealth suits to still use their burst cannons. With 4 suits, that’s 12 shots at 18″ – 4 more than the pathfinders can dish out. Also, unlike the pathfinders, the Stealth Team can fire their markerlights and their burst cannons in the same turn. Even the team leader, with his multi-tracker, can fire both.
  • Networked Markerlights – thanks to the marker drones’ networked markerlights, the Stealth Team can even use their own markerlight hits, if they so choose. Note that this is not true for the team leader’s markerlight.
  • Infiltrate – deploying last on the table, and being able to be within 12″ to 18″ of an enemy unit allows the Stealth Team to get into a prime location for lighting up the enemy.
  • Deep Strike – if a prime location can’t be found at the beginning of the game, then the Stealth Team can deep strike later in the game, keeping them safe until they deploy, at which time they are free to mark the enemy.
  • Stealth Field – always being treated as being under night fighting rules helps keep the Stealth Team just a little bit safer. Whether the field helps in assault as it did in 4th edition is still up in the air, unfortunately.*

So, that’s what the Stealth Team has going for it. What advantages do the Pathfinders have over them?

  • Lower Cost – the Pathfinder unit I’ve posted is relatively maxed out; it’s got a full unit with a shas’ui, and it’s riding in a Warfish. With all that, it’s still cheaper than the Stealth Team. At the very bare minimum, a 4-man Pathfinder squad can be had for 128 points. You’d be hard-pressed to find a less expensive option for putting markerlights on the table.
  • More Markerlights – the Pathfinder unit is bringing 8 markerlights, as opposed to the Stealth Team’s 5. That’s going to get you an average of 1-2 extra markerlight hits a turn.
  • Dedicated Transport – the Pathfinders come with their own Devilfish, which they can use to get into a good position. After that, they can either use it to escape, give it to another unit for taxi purposes, or just let it run around on its own to harass the enemy and contest objectives.
  • Scout – getting a free move before the first turn can help the Pathfinders react to enemy positions and pick a better markerlighting position. More importantly, it allows them to deploy from their Devilfish before the first turn, thus allowing them to stay stationary and fire.
  • Fast Attack slot – Stealth Teams have to compete with Crisis Suits – the workhorses of the Tau army – for Elite slots. Pathfinders, on the other hand, are a Fast Attack option, and are arguably the best Fast Attack unit we have. It’s easy to fit them into your army’s FOC.
  • Markerlights not tied to drones – one weakness of the Stealth Team is that, while there are many advantages to having marker drones, there’s one major weakness: if you lose a drone controller, you lose the attached drone as well. Each dead Stealth Suit causes you to lose two models, not just one. Pathfinders, on the other hand, each carry their own markerlight, so losing one is just that – one model lost.

On a side note, both units are capable of outflanking (Stealth Teams due to their Infiltrate rule, Pathfinders due to being Scouts), so that particular item is a wash.

After looking at the two units, there’s two ways we can compare them. From an pure economic standpoint, the Pathfinders are the winners, hands down. They’re cheaper per model, allow you to pack more markerlights for fewer points, and can be decently tricked out and still come in under the Stealth Team’s cost. However, from a pure utility standpoint, I have to give the win to the Stealth Team. They’re more mobile, more survivable, and are capable of doing more damage than the Pathfinder team, all while providing comparable markerlight support – if not better support, thanks to being able to shoot and move every turn. Unless you’re pressed for points, I feel that they’re the better option. The Pathfinder transport is nice, and does make it a solid option, but there’s just not that many turns in the game, and you’re going to lose at least two turns using it – one to pick up a unit, and another to disembark them. Stealth Teams don’t have that slowdown, and can remain just as mobile as a Devilfish.

Now, as for myself, I’ve been using Pathfinders for my markerlight support, and while they’re good, they’re not quite as good as I’d hoped. This weekend, then, I’m going to put my money where my mouth is. I’ve picked up another Stealth Team (for my fourth marker drone), and I’m going to put them to the test during my gaming over the Labor Day holiday. I think the peformance will prove my conclusions above, but there’s only one way to be sure, and that’s to try it on the table.

* EDIT: The Stealth Field Generator’s anti-assault effect – treating the Stealth Team as being in cover for assault – is unclear in 5th Edition. This is because it’s terrain, not cover, that changes up the initiative order in 5th Edition, and Stealth Fields don’t change the terrain. However, the unofficial INAT FAQ from Adepticon indicates that the assaulters are still affected, while the official GW FAQ says nothing either way.  Rules as Written say one thing, Rules as Intended indicate another way, and there’s no consensus. It’s always best to err on the side of caution, though, so unless your opponent or tournament organizer says otherwise, assume that it does not help.

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  • JAW
    Wow, I was just contemplating between these two options and this writeup was perfect. I think for the size games I prefer (2000+) I'm going to use BOTH options, one of each:
    Pathfinders x8
    team leader
    Bonding knife
    Devilfish
    multi-tracker
    disruption field
    Flechette

    Total 216?

    Stealth Suit x3
    Team leader
    bonding knife
    Fusion blaster
    Markerlight
    HW-drone controller
    Hw-Multitracker
    Drone controler x 2
    Markerdrones x 6

    total 297
    This way I can still field 2 Crisis elite teams and 2 Drone squadrons (cheap and manueverable fodder)
  • (Note: removed your per-item points, just to avoid running afoul of GW.)

    Your point totals look right from this end. For larger games, this does sound like a solid way to go, where you can get the advantages of both major markerlight platforms. Hope it works for you!
  • I'm just starting out with the tau thing (and 40k to be frank), so I apologise in advance.

    Question: markerlights are heavy 1 -- does that mean that a markerdrone loses movement in the turn it's used, and as such ties the whole stealth unit up for that turn?

    Secondly, I've been looking around, and I think you have hinted at, although I thought I'd ask you to confirm: a regular PF, they get to use either the marker light or the carbine each turn, is that correct? can the team be split in this regard as long as they aim at the same unit?
  • No apologies needed! I'm glad to answer questions.

    1. A marker drone becomes the same type as the unit to which it's attached. When it's attached to a stealth team, it becomes Jump Infantry (jet pack). Since it then counts as having a jet pack, it gains the Relentless rule, which allows it to move and fire heavy weapons.

    2. You're absolutely correct. As long as the unit hasn't moved (since markerlights are Heavy 1), any of the PFs may choose to fire their markerlights or their pulse carbines (or rail rifles, if they have those). You can split up the weapons any way you choose, so long as all fire is at the same target. Don't forget, though, that since the PF markerlights aren't networked, the rest of the PF unit can't gain any benefit from its own markerlight hits.
  • Good writeup in general, but one point sticks with me.

    When we're doing the cost of a Pathfinder squad, the cost of the transport doesn't necessarily count against them if you're taking an equal number of Fire Warrior teams. In non-DoW scenarios, you can simply hand off the Fishes to the Fire Warriors to ride in. If you were going to mount up a single Fire Warrior squad anyway, THEN the Pathfinder's points economy comes into its own.

    I think the Stealth Spotters can be of use and consideration is due them, but what really does it for me is losing the Elites slot to a (cheaper!) Crisis Suit team, and I roll missile/plasma.
  • You bring up a couple of good points regarding economy, both in point cost and in FOC slot cost. There's a great deal of opportunity cost in running a Stealth Team, and giving up a potential Crisis Suit team (which will also come in cheaper) can be a tough choice. It's not going to fit every situation or every army list.

    As far as Pathfinders and their transports, the main problem I have with using them as taxis (and believe me, I've tried) is what it does to your tempo while playing. You're going to lose at least one turn while you load the FWs into the 'fish. You can get around this by deploying the PFs and their transports separately, but then the 'fish loses the PFs' scout move, and the PFs lose the 'fish's mobility. There's also the DoW problem, as you mention, which can cost you even more time. In a game where you can only count on 5 turns of play (and maybe not even that in a tourney setting), a mechanized army needs to be mobile for as long as possible, not sitting around and waiting for a cab.
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