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Made in us
Crazed Savage Orc




K.C. Kansas

Here is what I was thinking;

Lv 4 wizard

7x 25 Marauders with GW, full CMD and MoS

2x 3 Ogres with GW chaos armor, Champ, MoS

2 Hellcannons

Still not sure what i am going to give the wizard in magic items

This message was edited 1 time. Last update was at 2009/10/26 16:09:08


WHFB-



40K-
 
   
Made in us
40kenthus






Chicago, IL

With that many Marauders, why go for the same build on all of them? 25 man blocks with hand weapon and shield for combat res, 10 man blocks with GW or flails for flank attacks.

What are you going to do about fast units coming in to march block? Marauder horsemen, spawn or mounted characters could all provide some sort of 360 degree defense.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
Crazed Savage Orc




K.C. Kansas

The big blocks i believe will hold with GWs, and seeing that many blocks will be cool looking.

Not to worried about marching with this army, i do have the Ogres and hellcannons.

WHFB-



40K-
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

I vote for a BSB to give a unit some teeth and to provide some rerolls for when marauder blocks start losing combats. I also second the move for some kind of fast utility units - either hounds or marauder horse, though the horsemen seem especially appropriate

Here's a possible list off the top of my head:

L: Sorcerer Lord - MoS, level 4, enchanted shield, helm of regen, spell familiar = 355
H: Exalted - MoS, BSB, book of secrets, dispel scroll, shield = 195

C: 25 Marauders - MoS, full command, great weapons = 155
C: 25 Marauders - MoS, full command, great weapons = 155
C: 25 Marauders - MoS, full command, great weapons = 155
C: 25 Marauders - MoS, full command, great weapons = 155
C: 25 Marauders - MoS, full command, great weapons = 155
C: 5 Horsemen - MoS, musician, flails, light armor = 96
C: 5 Horsemen - MoS, musician, flails, light armor = 96

S: 3 Ogres - MoS, great weapons, chaos armor = 160
S: 3 Ogres - MoS, great weapons, chaos armor = 160

R: Hellcannon = 205
R: Hellcannon = 205
--------
2247

Lord can hopefully get useful spells against ItP now, and also enjoys a 1+ save and regen (but stay the hell away from KB!)
BSB is now around to help out with combat, with break tests, and with magic offense and defense (what a guy!)
There are still lots of gw marauders (w00t!)
Also horsemen to do things! Death to war machines and stuff!
Your ogres are still around, though I do think they aren't the best choices available, they will certainly help with flanking if your marauder blocks are able to hold (also trashing light enemy things)
Dual hellcannons?!?!?! Madness!

I like the list, deliciously slaaneshi and has some things you rarely see (slaanesh level 4 / casty BSB / 100+ marauders / ogres! / slaanesh ogres!)

- Salvage

This message was edited 2 times. Last update was at 2009/10/27 05:07:34


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Crazed Savage Orc




K.C. Kansas

Boss_Salvage,

Iam liking the revamped list, i think that would be more do-able, thanks.

WHFB-



40K-
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Glad to hear it

I was looking through the Slaanesh lore last night and there are some cool possibilities in there. And here's a top tip somebody pulled against a friend at a GT: because of the way RiP spells can be canceled at any time, you can use the frenzy spell to buff one of your units that has just charged, giving it extra attaks (looking at the ogres here, but really any of your marauder units too), and then you simply drop the spell after combat has happened. Since you never get to the next player turn, you never take those S3 hits

- Salvage

This message was edited 1 time. Last update was at 2009/10/27 13:03:46


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
 
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