Peregrim wrote:I think the value of the markerlight is that you need fewer shots to reliably hit and cause a wound, but this comes at the opportunity cost of potentially causing a wound instead. So you mark the high-priority targets, like enemy specialists and team leaders, which you think are most important to eliminate -- not every target you want to shoot at. If that target is still standing after your whole team unloads on it, then your problem isn't "not enough markerlights."
Peregrim wrote:The way I see it, there's a tough balance between spending too many points on markerlights and not having enough shots to eliminate all your marked targets versus having too few markerlights and missing shots due to lack of support. Maybe this balance is closer to 3-4 markerlights than 2 -- I'm not sure yet. I'm also not sure on what to spend the leftover 5 or 15 points on when you buy an odd number of markerlights, and 4 seems like too many to me.
You make a good point about the flaws of having your second markerlight on the specialist though. Perhaps it would be better to put it on a standard trooper instead, and when you need to move your sniper you can take the hide action to keep him safe. That would also make target priority for your opponent tougher because eliminating one model wouldn't remove both your special weapons guy and your support guy. However it also leaves the specialist rather useless whenever he fails the ammo roll.
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