Welcome Guest [Log In] [Register]
Welcome to The Chamber of the Everchosen. We hope you enjoy your visit!


Here at COTEC we are all about the Warriors of Chaos in Warhammer Fantasy Battle.

Tactics to help you slaughter your opponent on the tabletop, through to galleries on how to build your next Warshrine. Its all covered... and growing!

We are a forum for gamers and hobbyist alike and again would like to welcome you to a fun, friendly, warm place and hope to see you again!


Join our legion! Takes less than a minute and gives you access to everything!


If you're already a member please log in to your account by entering the correct runes and words of power:

Username:   Password:
Add Reply
Multiple Marauder Horse?; Can it work?
Topic Started: Jan 25 2013, 11:22 PM (249 Views)
xenite
Warrior of the Chamber
I had a modeling inspiration for some Marauder Horsemen and that started me thinking about Marauder Horse heavy builds. Can they work? 3+ units of 5 or 6 horse. Javelins or charges + bubbled Soulblight (-1 S,T) could be great.

Obviously these dudes can get shot/magicked to pieces, but at least that heat isn't going into warrior units which they are effectively screening.

Thoughts? Experiences?
Offline Profile Quote Post Goto Top
 
Mungojerrie
The Chosen
Since the crushers came I have been fielding two units of 5 marauder horsemen in almost every game i play. With flails they are great at clearing chaff and filling out the core section. This is the list I have been playing with a few modifications from game to game.

sorc lord lvl4 heavens or a sorclord of tzeentch on disc with the regular kit out.

bsb. either on disc, horse or on foot depending.

discexalted. This has now been dropped for a discexalted bsb. so only 2 characters nowadays.

3 crushers with musician

3 crushers with musician

6 knights of khorne with musician

17 warriors of nurgle with banner of rage halberd shield and so on.

1 chariot of slaanesh

1 chariot of slaanesh

5 hellstriders

5 marauder horsemen of slaanesh

5 marauder horsemen of slaanesh

5 hounds

5 hounds

and then i fill out the core and points allowance with marauders. usually about 15-25 with flail or GW and mark of slaanesh.

With the new forsaken rumoured to be core i will probably switch them with warriors and maybe drop chariots and marauders for drogres.

What about the horsemen then. I feel, that with an army dependant of frenzied units getting into combat with stuff I want to fight I need to have them to get into blocking positions. The dogs often are a bit out of position to really be effective in the same manner i feel. I can always rely on my horsemen to be there and save a nasty flank charge when my crushers inevitably overruns or pursues into a bad position. I can also use them to block the overrun path so that they do not get out of position to easily. Also against warmachines they together with the striders goes for the warmachine batteries and if they fire at my hard units the warmachines are gone in a few rounds. They key, for woc, and maybe other teams aswell i feel is the movement phase. Now that we have fast, hard hitting units at a reasonable points costs the marauder horsemen can shine. I wouldnt leave home without them. I am thinking about building a third unit just so I can make even more out of the movement phase. Also.
Offline Profile Quote Post Goto Top
 
itsuperslug
Member Avatar
The Chosen
I'm currently running 2 units of 5 with reasonable success.

they help control my frenzy and also the enemies movements. As fast cav they have both the vanguard and fiend flight rules. They use van guard to walk into enemies face, he tries to charge them, they flee, counter charge by SC's :rock:

Apart from that they just cause a nusence!
Offline Profile Quote Post Goto Top
 
Deleted User
Deleted User

Yeah my experience so far is that a unit of Marauder Horse are far superior for keeping a leash on the Skullcrushers. That's not to say Warhounds are useless, far from it. I actually take 2 units of Warhounds and 2 Marauder Horse with MOS and Flails.

That frees up the hounds to tie up annoying units like warmachines, etc while everybody else gets into position. Or, redirect for the Warriors/Marauders.
Quote Post Goto Top
 
Jediknight620
Member Avatar
'Zerker
Khaas
Jan 25 2013, 11:58 PM
Yeah my experience so far is that a unit of Marauder Horse are far superior for keeping a leash on the Skullcrushers. That's not to say Warhounds are useless, far from it. I actually take 2 units of Warhounds and 2 Marauder Horse with MOS and Flails.
^This.

At 2500 I'll typically bring 2 units of MaraCav and 2 units of Degs.

My Marauder Cav is typically:
Slaanesh
Flails
Light Armor
Musician

That comes out to 96 points. The 5+ from mounted and light armor gives you a save against most shooting and those blasted sabertusks and still allows you to be fast cav. Its a great unit and I love bringing them!
Offline Profile Quote Post Goto Top
 
Khornefed
Exalted Guardian
Jediknight620
Jan 26 2013, 06:33 AM
My Marauder Cav is typically:
Slaanesh
Flails
Light Armor
Musician

That comes out to 96 points. The 5+ from mounted and light armor gives you a save against most shooting and those blasted sabertusks and still allows you to be fast cav. Its a great unit and I love bringing them!
Me too, taking two now, but I add in throwing axes. 106 pts.
Offline Profile Quote Post Goto Top
 
itsuperslug
Member Avatar
The Chosen
my current build,

unit of 5
MoS
musician
Throwing spears

used to harras and clear out chaff, keep them cheep as they will die and don't want to gice up to many points
Offline Profile Quote Post Goto Top
 
xenite
Warrior of the Chamber
Nice. I need to consider how to use them. The 'safety catch' for the skullcrushers is interesting.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Tactics · Next Topic »
Add Reply