So, last week I said I was going to put my money where my mouth is and try out a Stealth Marker Team. While I didn’t get as many opportunities over the Labor Day weekend as I’d hoped, I did manage to get in a 1500-point game against my friend Richard’s Ork Biker army. The game was a Spearhead/Seize Ground mission, and while I haven’t had the opportunity to compile a full battle report, I can happily report that I managed to eke out a victory 2 objectives to 1. The Stealth Marker Team performed well – better, in my opinion, than a Pathfinder team in a similar situation. However, the Stealth Team’s cost did make it considerably harder to fit into my army list, and a few cost-cutting measures had to be taken, so I’m not ditching my Pathfinders completely; I’m sure they’ll show up in other army lists.
A few notes about the Stealth Marker Team:
- Moving and firing every turn is absolutely worth it, as is still having 12 burst cannon shots every turn while doing so.
- With only 5 markerlights, I still managed to average 3 hits a turn, which gave me enough to boost my BS to 5 on the units that needed it.
- Positioning is everything. Between being able to infiltrate into a safe markerlighting position, and being able to Jump-Shoot-Jump into cover or out of assault range, I was able to keep my Stealth Team useful every turn.
Still, at the end of the day, Markerlights can help you score a hit, but it can’t make a wound stick when invulnerable saves or Feel No Pain is involved. They’re far from a panacea, especially against tough units like Nob Bikers. A markerlight is only as good as the weaponry it guides, so remember to keep that in mind when deciding target priority for your markerlight units, be they Stealth Team, Pathfinder, or Sky Ray.







