How To Use Rebel Pathfinders

By Andyf1702, in Army Building

I am a complete beginner at Star Wars legion, but I was wondering how you play Rebel Pathfinders (or any unit with Danger Sense).

If order to use the Danger Sense, you have to be suppressed and therefore only get a single action.

So why do it?

I take it the extra defense is better than only doing 2 actions

The thing about pathfinders is their Dauntless keyword giving them a free move while suppressed so technically, they get two actions one of them just has to be a move which is sad. However, the additional 3 defense on Cassian and pathfinders (or 4 for that matter for Jyn) is significantly more powerful than a second action. Makes them incredibly tanky and is so much more useful than say a dodge or aim action. Granted if you're trying to move one of them fast somewhere for an objective or what not, rallying off some suppression would be a good idea.

Taking a good position (not too early ans not too mate during deployment), with a recon Intel to be good from the start. I often put them duck and cover also and on cover + Leia not too far and they tank. I also use thé grenade launcher as 2nd weapon.

I only played Pao as unit leader never tried Bistan coz he is more expensive and his weapon engage when you use it

Edited by Gorgork

They don't have to be Suppressed to take advantage of it, they just have to have a suppression token. Every unit that has Danger Sense has at least Courage 2, so they would be able to have at least one suppression token and thus roll an extra defense die before becoming Suppressed and losing an action.

On 5/1/2020 at 10:52 AM, bllaw said:

However, the additional 3 defense on Cassian and pathfinders (or 4 for that matter for Jyn) is significantly more powerful than a second action. Makes them incredibly tanky and is so much more useful than say a dodge or aim action.

This is up for debate, My white dice are horribly inconsistent. I can have heavy cover and extra dice all I want, but it doesn't keep me from taking significant damage. Any damage taken reduces the efficiency of your overpriced special forces already.

Yes I know the dice will swing the other way, but it usually only takes one volley to wipe out the unit and by then it doesn't matter if PAO survives, he'll usually die the next shot at him even if you do roll a couple of blocks because he only has one wound. Danger Sense does work better on the characters because of their multiple wounds. It works best on Jyn because she has courage 3.

On 5/1/2020 at 2:39 PM, Gorgork said:

Taking a good position

This is the better way to play Pathfinders. You may only use Infiltrate once every 4-5 games. Using their range can help with that so they don't take as much fire.

The best games I've had with them (maybe 2 out of 27 that I felt really good about their performance) I was able to perch them somewhere high and in cover (sniper's nest / tower) from the beginning of the game so that they could stay away from melee, Aim and shoot, even at range 4 if needed and pick off enemies or at least add suppression. Their white dice are miserable though on offense. I know the stats so don't quote them to me but even with targeting scopes, they do not roll well.

I've always wanted Bistan to work but most weapons with exhaust are just poor. He costs so much you always wonder why you didn't take the snipers or more AT-RT or Sabine or whatever.

100+pts is too much for a special forces unit that is dependent on white dice for Offense and Defense. The designers still hadn't figured this out yet when they were designed.

This question has been come up many times on this forum. The most interesting answer I recall was to use them as cheap partisans. Take duck and cover and no other upgrades. Deploy them in a forward position in heavy cover and essentially force your opponent to squander valuable activations dealing with them. Meanwhile the rest of your army maneuvers into position. The pathfinders will not survive, but then again you weren't expecting them to.

Except they aren't cheap. 72 pts would almost get you 2 rebel troopers units

@bllaw
"Granted if you're trying to move one of them fast somewhere for an objective or what not, rallying off some suppression would be a good idea."

You'd actually still be able to move twice, suppressed or not, thanks to Dauntless.

The only possible downside would be not being able to Aim and Shoot when suppressed, or shoot and do an action.

@Andyf1702
"I take it the extra defense is better than only doing 2 actions"

It makes them much tankier than other rebel units, and thanks to their Infiltrate they can pretty much start in cover/on or near whatever the objective in. That's a big head start, and equates to several movement actions, which can also equate to several free turns.

So, let's put it that way:
A rebel trooper unit costs 40 points for 4 miniatures.

For just 18 points, less than the cost of 2 Rebel Troopers(!), you always get a move action in addition to your regular action when suppressed + as many free movement actions before the game starts as you want (only limited by being no closer than range 3 to an enemy when they get placed) + AND you get a range 4 attack, better range 1-3 attack, and better range 1-2 attack.

I mean, if you pinned Infiltrate on Rebel Troopers, and did nothing else, that would easily be worth 20 points on its own.

A small tip is this don't overestimate the range 1+2 red dice attack it averages out at 3.5 (max 4 dmg) for your 4 man unit the 8 white dice may be more swingy but they do 3 DMG (max 😎

So I often leave them at the range 4 weapon unless I get a late game recover. The key is to use infiltrate like a super recon , don't overextend any infiltrate unit because this leaves the m out in the open , often on their own, though it is now technically possible to drop 6 units as an advance force now, (jyn/Cassian , 3 pathfinders and k2so, in positions where they can support each other, although 3 pathfinders are overkill)

BTW in the comparison earlier a rebel trooper unit with a z6 has 4 black 6 white dice (average 3.5 wounds per attack) and costs 62 pts a naked pathfinder unit costs 68 rolls 8 white (average 3 wounds) and can roll 4 white at range 4 , have dauntless , can infiltrate and a training and comms slot, and while z6 units aren't exactly vogue plenty of people won plenty of matches with them. To compare

Cons

6 pts more expensive

4 bodies instead of 5

3 average DMG output vs 3.5 (3.5 if you use the red attack)

Pros

infiltrate /Dauntless/ Danger Sense/ training slot / comms slot / range 4 option

Edited by syrath