shasocastris wrote:And since there are six objectives in a Maelstrom mission, it's not that absurd to consider that an advancing team of fire warriors can get from one objective to another in a single turn.
That has happened to me multiple times actually.
shasocastris wrote:I also think it's important to not underestimate the third markerlight level. The ability to make our army effectively faster for a turn can be very off-putting to even experienced enemies.
Oh yes this is absolutely true. I'm growing fond of the 3-markelight-bonus. Not that I'm saying you should use markerlights to specifically support 5-man squads of Fire Wariors, but if you're already marking a target that needs to die (i.e. 5 lights) they can join in while being highly mobile. And if you get 1 markelight just for the basic bonus, sometimes it's worth a consideration to risk trying to get to three.
shasocastris wrote:So I don't think anyone is arguing that drones don't have more raw firepower, but rather that carbine strike teams have a utility that hasn't been fully explored and is deserving of our attention.
shasocastris wrote:Do you ever give you strike/breacher teams a markerlight? I've done this with limited success just to have extra shots scattered around.
No I haven't tried that yet. I am put of by the inability to fire both the markerlight and a normal weapon and also the coin toss aspect of a single 4+ shot. When it comes to BS4+ lights (Pathfinders, Drones) I always fire 2 - 3 at the same time for that higher statistical chance of landing at least one hit. But I'll try a cascading markerlight approach in 8th someday and spread out the lights in squads. See what that does. Thou, that'll probably be a more static list than what I described here.
shasocastris wrote:And do you have an army list you could share? I'm curious now.
I don't really have a list I could share per se, as I'm still very much testing stuff in 8th (it goes slow with only 1 game/week) and my army composition varies wildly between games. But I'll give you a quick run down of some units I used with Breachers/Carbine Teams on foot and what role they played in the last 5 games I tried them.
- the Breacher/Strike Teams are always min squads
- 3 - 4 units to unlock a Battalion
- in lists with a static gunline (Hammerheads, Rvarna, Riptide, Broadsides and/or Pathfinders) the Fire Wariors are used less to take up space in my deployment zone (the gunline it self does that) and more to bubble wrap or advance forward into the midfield and do their job there.
- in more mobile lists (XV8s, XV9s, Stealth Teams, Ghostkeel, Piranhas) they protect the small parts of the army that starts in my deployment zone (Pathfinders mostly) and cover as much ground to reduce deepstrike opportunities (especially around objectives). Later in the game the less-dead squads advance to hold objective mid-table and sprinkle enemy units with shots. Squads that suffered heavier casualties (single models mostly) stay back and hide out of LoS near objectives.
- together with Stealth Teams and Coldstars they score the majority of my secure/defend objective cards
- even on foot, they easily catch up to elements of your army that deploy forward, providing some additional fire and extra overwatch shots
- in general they can support a wide variety of units and don't need much support in return, except the occasional markerlight. If you are already running an Ethereal I suggest paying the extra points for Aun'Va for the 6+ FNP and re-rolling dice for advance.