GND wrote: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.
I agree that they aren't the best to start the chain, but they can help finish it. Even if you've moved, consider that the markerlight can get hits four or five with a 7/12 chance of success (ignore the moving penalty and rerolling ones). It's come in handy, especially since it's often out of the blue. And at 3pts, vs 15 last edition, the markerlight is something that can be snuck into a list without much trouble.
Of course, it conflicts less with pulse rifle Strike Teams, since those will advance less anyway. On carbines/blasters, it can be hard to know, because you advance in the movement phase so you might not be able to shoot the markerlight anyway. Interestingly, where I've had the most success is breachers who I know *can't* get to an objective, and so stand still or only do a standard movement.
GND wrote: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.
Thanks for this. I appreciate the broad strokes almost more than a list. Have you ever considered a brigade? You troops and FA slots can be taken up by FW and drones, cheap and play in a manner which you seem to enjoy.