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

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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. This is really strong for your marksmen and if you can get a couple of Tau dudes up here, you’ll be sniping those Sisters with ease!

There are also plenty of heads and limbs and other bits and pieces left over at the end to kitbash with or decorate the bases of your T’au-killing armies. Even more fun is their upgrade sprue, which houses enough parts to make 10 distinct kinds of operative, ranging from the relic-bearing Novitiate Pronatus to the Novitiate Exactor with her twin neural whips.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 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. It is, however, not without its flaws: frustrating scenery builds and an at times confusing and convoluted build guide can leave you scratching your head and wondering what exactly it is you’ve done wrong at points during the build process. But once everything is finished and put together, the results can’t be argued with. I do think Void Dancers would have been a threat for the novis (Robnote: Fernando did not face them during the event) but I do have a special roster waiting for them – putting in the duelist and taking the Repentia away and swapping the lash girl with the comm. The strategy would have been to have 2 flamers and the leader with 9 inch movement + shoot so I can take the ‘quins away from my side of the map. Oh well, maybe next time! It was an awesome tournament and I can only hope for more big events like this in the near future.”

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. A Worthy Cause [2cp]– This went from something you’d use every turn to once a game and now only when you’ve lost initiative… A Worthy Cause has had a mighty fall from grace. Yet even at 2 CP it still remains one of the best tools in the Pathfinders’ toolkit. This is used once per game at the start of the Firefight phase if you lost the initiative to get a free activation for a friendly non-Drone operative that is either within 3″ of an enemy operative or 2″ of the centre of an objective marker, essentially letting you steal the Initiative from an opponent for 2 CP.

Fire Warrior Fire Team

I’m beginning to really appreciate these double-sided gaming boards. Just having that pop of colour beneath the bases of your figures can make all the difference when playing a game.

You can also layer your defence, making sure the enemy has to go through the bravest of your operatives before they can get to the heart of your team. Be mindful of enemy charge distances, and use Photon Grenades, the TRANSPECTRAL INTERFERENCE PATHFINDER and the Grav-inhibitor Drone to slow the enemy down and protect your lines of defence. This can effectively stall your enemy and keep them away from your key operatives. You read that right – the kill team’s Gretchin has dug up some well-buried courage and can be found zipping all over the killzone with his trusty grappling hook. As per the latest update, a Pathfinder Kill Team has 12 operatives (unless certain conditions are met, as explained below), rather than the 13 it had at release, and you can choose between the following operative types. Shas’ui Pathfinder (must take 1 per Kill Team)The annoyance operator, which ignores obscuring and comes with markerlight on a pulse carbine. These operatives come with special sensors that allow them to treat enemy targets as not Obscured, and they come with the System Jam action that lets them reduce the APL of a visible enemy operative by 1. The Novitiates are Battle Sisters-in-training, full of youthful zeal and a burning desire to prove themselves worthy of joining their power-armoured comrades. Their main sprue can be used to assemble a full team equipped with either autoguns or autopistols and razor-sharp swords, led by an experienced Sister Superior. Sidenote #1: The following two assembly steps (5. and 6.) are for the Weapons Expert Pathfinders. There are two possible equipment options for those: the Ion Rifle and the Rail Rifle. If you ever plan to play competitively, I really recommend getting another Box of Tau Pathfinders to build double up on each variant of Weapons Expert Pathfinders, depending on your opponent. Since for this part of the guide I assume you only have the Kill Team Chalnath Pathfinders, I recommend you to think about the following: Do you play casually with your friends where it’s no problem to proxy weapons? If that’s the case, you can really build them as you like – either one of each (one with Ion Rifle and one with Rail Rifle) or both with the same weapons since you can always proxy accordingly to what you need (so definitely follow the “ Rule of Cool ” – you build the models you enjoy the most visually / aesthetically). If you’re playing in a more competitive environment, it depends if that also includes tournaments. If that’s the case, I’d recommend you build the same variant two times (I’d probably go for 2 Rail Rifles in that case) and get the other two Weapons Expert Pathfinders in the additional Box of Tau Pathfinders. In the end it shouldn’t really matter if you play competitively, since sooner or later you want to buy another box to get all possible variants anyway because many if not most tournaments follow the WYSIWYG**-*ruleset.

There’s a huge amount of optional extras with the Pathfinder team as well, so there are plenty of pistols and pouches that you can choose to attach to your figures should you so wish. Generally, EMP grenades become profitable if you can hit targets with 4+ saves. Otherwise I’d rather fusion grenade someone and guarantee a valuable trade. This operative is often the subject of a turn 1 investment of Mont’ka and Recon Sweep to slingshot him ⬟ (normal move) + ■ (Recon Sweep dash) ■ (Recon Scout dash)+ ■ (Mont’ka dash) for a total of 15″ movement before lobbing a grenade another ⬟ (6″) for an impressive 21″ threat range out the gate, albeit with the caveat that your Recon Sweep dash requires you start and end that particular dash within 6″ of a killzone edge. Communications Specialist Pathfinder 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. Not only that, you’re also going to have to wait. If the Kill Team Roadmap which was released a few months ago is to be believed, these rules releases are probably going to come in pairs every quarter (i.e. the DKoK and Orks that came in Octarius, and now the Adepta Sororitas and T’au in Chalnath), so there’s a good chance the rules for your favourite faction won’t appear until well into the future and will require you to spend even more money to obtain them.

Pathfinders Rules

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. 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. 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! Of course, our brave Novitiates also have plenty of exclusive wargear they can collect on their travels. We’re particular fans of the Auto-chastiser, which lets you re-roll as many 1s as you like. Of course, if you roll more 1s, you take mortal wounds. The God-Emperor giveth, and He taketh away… Then there is the counter punching plan where you are aiming to stuff someone’s turn 1 aggression. A much more niche strategy used against something like Wrymblade, where they want to aggressive come out on turn 1. You can pop Kauyon, giving all your operatives 2 retained saves, while standing in Bonded bubbles and starting on engage. This means when people pop out of hiding you are much less likely to be killed, but you can return the favor with 1 markerlight and a shoot. Giving your basic operative 6 dice on a 4+ ballistic skill, while retaining 2 dice for being in cover. Final Thoughts

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