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| Marauder Horsemen OR Warhounds ? | |
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| Tweet Topic Started: Jun 7 2013, 02:07 AM (702 Views) | |
| guardian angel | Jun 7 2013, 10:29 PM Post #16 |
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Exalted Guardian
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That's true, was just clarifying that they DO NOT rally automatically, that's all! |
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| Fractal_Mind | Jun 7 2013, 11:36 PM Post #17 |
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The Chosen
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As far as Marauder Horsemen are concerned, they have two functions redirect and kill chaff. However, for the cost of 1 unit of Marauder Horsemen (70 points base) you could get 2 units of hounds with poison. Obviously, hounds can redirect just as well as horsemen, and with poison attacks they can reasonably be expected to win some combats against other chaff. Hence, these units are approximately equal in terms of roles on the battlefield and performance in combat. It stands to reason then, that the hounds are the better choice since you get one extra unit allowing us to fight for advantage in the deployment and movement phases. |
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| hasufin | Jun 8 2013, 12:27 AM Post #18 |
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Warrior of the Chamber
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I think the choice is situationally influenced. The battle I'm preparing for is vs. High Elves, so I'm anticipating lots of shooting damage. Horsemen have the options of 4+ saves , MoS , and shooting at ST 3 or 4 , along with Nurgle's Magic , Curse of the Leper , Blades of Putrefaction, and Fleshy Abundance, combine to make the Marauders more of a threat to a High Elf army. It seems Warhounds are much more likely to die vs. shooting before doing anything useful , hounds usefulness as a screen is limited since its only a single unit plus the other units in my army (knights w/ blasted stnd. or trolls) don't need a screen. I think for this army Id rather have another 3 wound regening troll than 5 warhounds w/ poison. In another army vs. a different opponent warhounds might be a better choice , like vs. DoC.s or BoC , or another WoC , any army with less shooting. |
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| Wockie | Jun 8 2013, 05:51 AM Post #19 |
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Warrior of the Chamber
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i run both. two units of 5 hounds. basically sacrificial. send em out at war machines, draw out fanatics, bait frenzied units, speed bump, etc etc. its 60 points dont sweat it. Plus its two free drops... very handy in deployment. i am also running an experimental unit of 20 (2 x 10) 4+ armour Nurg marked horsemen. This is my Lvl5 Nurg Sorc Lord bunker. First turn Regen and Toughness..trot forward. Second turn trot forward and launch 20 putrid poison javelins at short range whilst nurg lord does stream of corruption, rancid visitations and curse of leper to their face. Turn 3 if they charge stand and shoot with your quick to fire for another 20 poison javs to the face. ouch. then get your flails out. at this point you should be laughing like an evil sorcerer....hold on you ARE an evil sorcerer mu-ah-ha! ooh yeah and watch out for rock lobbers. |
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| Godless-Mimicry | Jun 8 2013, 09:02 AM Post #20 |
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No' 9
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Nice to know your Sorcerer gets the exact spells he wants every game and that your opponent never tries to stop them. Also nice to know that he gets another Level that's normally unavailable to him. |
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| hasufin | Jun 9 2013, 12:53 AM Post #21 |
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Warrior of the Chamber
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Since I know I'm facing High Elves shouldn't I just leave the hounds at home ? I like your idea with the Horsemen bunker its a good plan. Why are the hounds considered 2 free deployment? |
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| Wockie | Jun 9 2013, 01:23 AM Post #22 |
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Warrior of the Chamber
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errr what are you smoking? can i have some? 5 lvls is 4 lvls plus 1 lvl from Chaos Familiar. As for getting all the spells he wants. No he just gets 5 of the 6 and can swap one out for the signature spell. So he will get most of the spells every game. By having 5 spells he should always have at least one defensive (regen or toughness buff) and one offensive (corruption or visitations) and then he's likely to get putrid blades. I would drop plague wind if i rolled it for stream of corruption. So yes he has 5 levels and will have all the spells he wants :rock: In terms of opponent stopping them. of course he will try. If he stops one.. then....it doesnt happen. boooo. i then continue with my turn. I dont quite get your point other than stating the obvious. Clearly anything everyone says in the forum could be countered with a what if...... but it doesnt really add to the discussion. |
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| Wockie | Jun 9 2013, 02:31 AM Post #23 |
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Warrior of the Chamber
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i called the hound two free deployments because when your deploying your army you can deploy them as your first two units you deploy to see where they are placing their units. For 30pts each it allows you to place you first main unit as your third deployment. Thats what i was trying to get at. |
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| Fractal_Mind | Jun 9 2013, 05:17 AM Post #24 |
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The Chosen
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I find it amusing how some people believe that horsemen, because of their 5+ or 6+ AS, are more survivable then hounds. Against any kind of high quality BS shooting, typical of what HE can field, the horsemen die just as quickly as hounds. |
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| Deroga | Jun 9 2013, 02:13 PM Post #25 |
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The Chosen
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I love horsemen and I honestly don't care for war hounds too much. The big reason is maneuverability for me. When I play against warriors I will often use their war hounds against them as sort of a reverse redirection...more of a unit blocker. That being said I do like them for drawing out deployments if that is the strategy I am going for, although I have a backwards method of deployment strategy anyways lol. I find that by deploying my main unit(s) first I dictate where the battle is going to be because I KNOW where my enemy is going to deploy to counter...then I reactively deploy my support units. With this strategy, which has worked very well for me, I don't need war hounds to draw out deployments. |
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| hasufin | Jun 9 2013, 02:47 PM Post #26 |
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Warrior of the Chamber
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Just finished a battle vs. HE my 10 horsemen took out his 10 shadow warriors , I only lost 2. My AS was 4+ . They later took out a bolt thrower crew then flanked charged an infantry unit. |
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4:23 PM Jul 11