Notorious Scoundrels Episode 54 - The Third Marker

By Orkimedes, in Star Wars: Legion

I would like to add one more possible role for Pathfinders. I have messed around with this during my last two tournaments now. It is very gimmicky and far from efficient, but it worked surprisingly well (5-1 by now). I definitly want to get some more experience with that list though.

The idea was to focus on their defensive profile and use a combination of Infiltrate/corner peeking/ 2 medics/ stims/Danger Sense/Dauntless/Guardinan. Classic Corner Peeking helps a lot against strong dice pools. Point for point, they are not very efficient defensively on paper, but the combination of Danger Sense and corner peeking is just brutal.

I used just one unit without heavy weapon within a Han/Chewie List. Against lists that had less fire power than mine, I would just use them as a utility unit. Against lists that would outshoot me, I had the option to use Reckless Diversion early on. The Pathfinders can start the game 10 inches or further in front of your deployment zone, so other units with Recon Intel would still be behind the pathfinders after a Speed-2 move. That means those units can focus on enemy units while my opponent can not counter Reckless Diversion by staying out of his attack range to the Pathfinders. It is pretty satisfying if you outshoot lists with Deathtroopers, Shoretroopers or ATSTs because your opponent can only kill a single model per attack. Most gunline players will just get greedy when they see units with white dice in the open. They usually do not realize what is going on until the middle or the end of the turn.

The idea was to provoke an aggressive setup and use Reckless diversion in turn one. With Duck and Cover, 2 Medics and Stims, the Pathfinders can usually swallow all enemy attack actions and still have one or two guys left behind the Los-blocker. After that Dauntless, Danger Sense, 3 Suppression Tokens and recovered Stims still make a very good utility unit for the late game. I am still very uncertain about Stims because the are so expensive in a list that is allready extremly tight on points. In the few games I made so far the stims have been gamechangers more than once though.

This combination works quite well with one or two Mark IIs, because they provide cheap activations with a relatively good attack pool in the Reckless Diversion-turn. You need at least 10 activations if you want to keep the option for Reckless Diversion in turn 1, or your opponent will just hold his heavy hitters until the end of that turn. They can still be useful for a follow up with Sorry about the Mess. Comms Relay can help to guarantee a first activation with stuff like Tauntauns or Commandos with Fire Support from a second Mark II. You might even be able to just double Fire Support an attack from Han (has not happened in my games by now though). Veterans with comms and Recon Intel are also a useful backup against counters like Give in to your Anger and such in the turn you play Reckless Diversion.

Also, there should be at least one other melee counter other than Chewie. One unit of Tauntauns was sufficient so far.