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Minimum size for Marauder units?; how low will you go?
Topic Started: Jan 30 2012, 04:08 AM (390 Views)
Spyrer
Warrior of the Chamber
what is the smallest size of marauder unit you would find viable?

I have 20 old chaos marauders with great weapons, and planning to add 5 same era warhounds as unit fillers and use a mark of khorne, so i would basically run it 6x5 and maybe add a khorne exalted in the front. is this big enough or am i just beating a dead horse?
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rothgar13
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Clanlord
30 isn't big enough if you want to run them as a Horde (in that case you want at least 40), but you don't necessarily have to run them that way. Hinge has had success running as few as 22, but that's a very MSU style army, so you should study it well before you give it a go.
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Spyrer
Warrior of the Chamber
I find it a waste to run MoK marauders as a horde, since many parts of the MoK are wasted
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Sawdust
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The Chosen
Why is MoK on marauders wasted? they are going in combat anyway, and if you are worried by redirection, put a BSB near them or keep them on the flanks. I agree that 40+ is ideal. The only thing for marauders to win combats is lots of attacks, unless you play them as "bumpers". Direct them towards the enemy, preferably a flank and hack away in order to make as much damage as possible. 15-18 in this role i think.
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rothgar13
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Clanlord
Mark of Khorne is decidedly not wasted in a Horde of Marauders (by that coin, any infantry model with more than 1 attack using Horde formation would be considered wasteful, and that's frankly untrue, as a quick look through most armies' forums will tell you). You may not get the 2 attacks per model for the supporting attacks, but that's not much of a problem - the fact of the matter is that you have to pack Marauders into big blocks because they die. A lot. To just about anything.

If anything, MoK is a nice boost to a Horde of Marauders, because it gives them ItP along with some extra attacks for the front rank, for about the same price one would pay for an AHW upgrade.
Edited by rothgar13, Jan 30 2012, 06:05 AM.
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Hinge
Exalted Guardian
I think the size of the Marauder unit depends on the role you have envisaged for them. If you are planning on a unit that can hit hard, stick in combat, and grind it out over several turns and remain combat capable, then 40+ is what you should be shooting for. Many would argue even larger still.

The role I use mine in is a bit of a one or two shot weapon. At 22 models, they can take some shooting/casualties and remain combat capable. Then they either hide to deny points or act as chaff. At 140-150 points, it does not hurt to lose them. They are just big enough to add some static rez if I can contrive a clip with another unit.

30 models is a bit of a tweener. They really do not have the bodies to act in the first role and are too expensive and do not really add much more to the second role. At 200 points, your opponent will feel it is worth expending resources on taking the unit down. Maybe MoT with shields at this size?

The next size I am going to start experimenting with is 10-15, flails, no mark (or MoS). Real cheap one shot weapons! Likely to slow to act as true chaff but will be effective in chasing away the opponents as well as hitting flanks.

Hinge
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phierlihy
The Chosen
Againt troops that are generally Initiative 4 or less, I use blocks of 10 Marauders with flails instead of dogs. Sure they'll die. But at ST5 they'll leave a mark on something before they do. They're 50 points instead of 30 for the dogs but what you lose in movement you gain in wounds, leadership, and they count towards core.
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His Immortal Shadow
Warrior of the Chamber
I find unit of 50 marauders with the mok, and great weapons the perfect unit, low points cost (close to 300pts) your enemies have to reduce that unit below 30 to knock down the 40 attacks you get, besides their core, how many core units in other races are weapon skill 4?, if you use that unit once youll be sold on their killing power, also never use a unit champion in that unit ether, but that for a totally different reason
Edited by His Immortal Shadow, Jan 31 2012, 06:50 AM.
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cowpow16
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Slave
[ * ]
I would say 40 should be fine. However personally I like 50 of them mok gw and then your choice of taking a chieftain and then definitely taking the musician and the standard.

This can take 20 wounds before it starts loosing attacks in the front.
To make the unit more durable adding festus really helps a lot.
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Terriss
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The Chosen
I've had only 30 marauders for a long time, so I'm used to using a block of thirty (5 wide, 6 deep). I usually run them as either MoZ, hand weapon, shield, light armour or the same equipment MoN with Festus.

Either way, I always use them as a throw away unit.
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David L
The Chosen
cowpow16
Jan 31 2012, 09:41 AM
I would say 40 should be fine. However personally I like 50 of them mok gw

To make the unit more durable adding festus really helps a lot.
Why would you want to make a horde of marauders durable? Their virtue is their extremely low cost, and their "durability" comes from sheer size.
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GeneralofChaos42
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The Puppet Master
If I settle on this new list, 24 Khorne Marauders w/GW. There main job is to look pretty, when I deploy them on the table top. ;)
A] make the list less boring to play against
B] to help camouflage the list
C] make your opponent happy, you know the guy... who think all Chaos army should have Marauders in them [yet he never takes his worse core unit]
D] I have cool Flagellants converted into Marauders, could help give a wow facter to my painting score



GoC
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rothgar13
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Clanlord
Marauders aren't our worst Core unit. That dubious honor definitely belongs to the Marauder Horsemen (Dogs do their job for a LOT cheaper).
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cross
The Chosen
for fun i have run 5 units of 10 with falils and slaanesh. 60 points. good for deployment, flank charging, diverting. still plenty of points for good solid combat blocks like warriors and chosen. not many people expect warriors to rock up with 15 or so deployment drops. really helps getting the match ups right.
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rothgar13
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Clanlord
That's actually an idea that I've been considering - it's a pretty cheap dummy drop that counts toward minimum Core and still packs a wallop. My only hangup has been movement, so I guess I can ask - has it been an issue for you?
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