Recently, however, I've been experimenting with getting four or five markerlights on a single target more consistently over the course of a game. Below are some thoughts on this topic.

*Note: For the course of this article, I'm ignoring the difficulty of getting five markerlights hit when facing an army that has -1 to hit. For me, that is its own topic.*

My first thought was to take a supreme command detachment of five Cadre Fireblades and a Firesight Marksman. This is five BS 2+ and one BS 3+ markerlights which is pretty reliable. Another upside is that they are all characters and thus relatively survivable. The downside is that it's six drops and a 234 points dedicated more or less solely to markerlights.

I've also just taken multiple ten man units of Pathfinders. That has a certain appeal, but they ultimately suffer from the original problem of getting shot off the table.

My current solution is a more combined arms approach. One of my favorite units is the XV84, both for the look and its networked markerlight rule. By taking two missile pods, I have the same range as a standard markerlight and four chances to hit. I lose some of the flexibility of a standard commander weapons wise, but gain the utility of placing a markerlight token on essentially any unit within 36".

Afterwards comes two Cadre Fireblades, which have a 35/36 chance of hitting (if they don't move) or 7/9 chance (if they do move). In general, since I tend to leave the fireblades stationary, getting both extra hits usually happens.

The next part are pathfinders deployed from Devilfish. After considering various ways of protecting them (bunkers, bastions, etc) I think our transport is the way to go. What's more, since there are already three markerlights on the target, they don't suffer the penalty for moving and shooting heavy weapons. So even with three pathfinders, there is a decent chance of getting up to five markerlights. And since the minimum unit is five, it's very likely that this will occur.

And to keep doing this, one can simply take another small unit of pathfinders in the same devilfish or (my preferred method) take multiple devilfish with pathfinder teams in each. Over the past few games, it's meant that I've been able to have a single unit with 4 or 5 markerlights on it consistently for at least three turns.

For those wondering about the firepower of a list that does this, don't discount that pathfinders can get some pretty mean special weapons. I've found that six man teams with three railrifles/ion rifles, provides both the markerlight support and punching power needed, even after moving thanks to having three markerlights already on target. I tend to fill the other six spaces with breachers.

Thoughts to ponder.

Cheers!