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marauders; an entry into the handbook
Topic Started: Nov 2 2011, 02:31 AM (1,185 Views)
ulo
Warrior of the Chamber
I am thinking about trying out units of 10 or 12 with flails and no mark to keep them cheap. Use them as chaff cleaners and flank chargers.

Anyone had success or failure with such unit? Or simply has any thoughts if it's gonna work or be a disaster!
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teafloy_the_damned
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The Chosen
Great success, there very good.

10 models, no mark with flails are only 20pts more expensive than 5 hounds and are faaar better in combat.

My only problem is there a little too tough, they dont always have the common decency to die when i want them too!
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mad lamb2
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The Chosen
I'm thinking of small units of 10 with just MoS and musician. For quick reform mobillity and imunity to panic and stuff. And with MoS they can flee :)

are they any good?

P.S. oho, 100th post :rock: it took me long to achieve but...
Edited by mad lamb2, Jan 24 2012, 04:26 AM.
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Deroga
The Chosen
One thing i love in my armies are them tharr marauders. Truth is there are many ways to run them effectively. When i build my lists i take 2 units of 50 with great weapons as a backbone, but mark of tzeentch is just as good of an option as khorne really. Khorne will certainly hit harder, but tzeetch doesnt have to worry about forced overruns and still gets a bit of protection in combat while generating 2/3 the amount of attacks, 3/4 in horde formation.

From there you can take units of 10 to 24 and work well with them. 10 man units are good for road blocks that can still strike people down if any are left, and wit the hordes of zombies that are likely to be seen, units of 12 khorne marauders with gw will be a great counter imo. (as far as tying them up with equal amount of points for a good portion of the game, and still forcing the vamps to cast Nehek or the zombies shouldnt last more than a couple rounds of combat. while still being able to fight other light units and redirect the enemy reasonably well.

I really love the idea of units of 30-40 Tzeentch Marauders with Shields deplyed 5 wide as a tarpit. They are really amazing for their points BUT, with great weapons being the same points as shields, they will just outperform the tzeench marauders in most situations :(. great weapons make give a +2 chance to wound with a -2 to armor saves, giving a total of a 4 point swing without marks. with the mark of tzeentch and a shield you get an easily modified +1 to armor save and a 5+ ward save, giving a 3 point swing WITH a mark and without taking into account the likelyhood of not getting the 6+ save :(.

I think its just another situation where tzeentch marauders with shields are not bad, and in fact a great buy...but great weapons just generally outshine them by a significant amount :(.

I have toyed with using a unit of 40 Tzeentch Marauders with Light Armor and Shields and then blessed by a warshrine for +1 armor save with the bsb and favor of the gods, but its an awful lot of points investment for that unit lol :(
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mad lamb2
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The Chosen
Well, I've used units of 35 with LA, Sh + MoT + Full C... they are great. But small units are bothering me? are they viable... for chaff, for dealing with smaller enemy units... or are they easy points for opponents?
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Deroga
The Chosen
they can be easy points for the opponent, but its 54 points for a unit of 10 with great weapons, musician, and no mark. This amount of points, if used to gain an advantageous position, are easily worth it.
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GeneralofChaos42
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The Puppet Master
I do not run a single Marauder in any of my lists, the back bone of my lists are Warriors... what not to love about them?



GoC
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mad lamb2
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The Chosen
Pricetag? :)
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GeneralofChaos42
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The Puppet Master
mad lamb2
Jan 25 2012, 04:30 PM
Pricetag? :)
Worth every point that I spend on them!
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His Immortal Shadow
Warrior of the Chamber
yea and to top it off try putting together and painting 100 of them just like i did a month ago, still recovering from that, but they are a great addition to an army, and they with great weapon or fails, put a great shock and awe in an army, i use two units of 50 with gw, and mok, they work wonders on dwarf and lizards, and run over empire
Edited by His Immortal Shadow, Jan 25 2012, 10:38 PM.
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