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Made in gb
Regular Dakkanaut






TCWarRoom wrote:40 great weapon khorne marauders 5 wide will beat the flaggys most times. If you go 10 wide, you will lose.

Flaggys get 18 attacks, 12 hit, 9 wound.
marauders get 15 attacks, 12 hit 9 wound.

marauders are steadfast and win combat with banner and ranks

next round, flaggys get 12 attacks, 6 hit, 3 wound
marauders get 15 attacks, 12 hit 9 wound

its a grind but with average rolls, marauders win when 5 wide, 6 deep.

that has been my experience


unless of course you were me last week. 50 man marauder unit took down to 9 men in 1 turn. stupid flages reroll hatred and frenzy...lost me game :(

i love seeing flages on the board. they look great and are great tar pits

mmmm that was a dodgy mushroom 
   
Made in au
The Dread Evil Lord Varlak





cowpow16 wrote:Which is too much to risk on just 1 unit when you have a whole army to worry about.


Except we're talking about the Empire here, which is simply light on for hammer units no matter how you look at it. If you want to hammer your way through anything more than a severely depleted enemy unit, then you need magical buffs.

Flagellants take these buffs better than most - the problem is that if the enemy has any kind of ability to reach out and hurt you at range, then the odds are very few troops flagellants will be alive to benefit from the boost.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in us
Long-Range Black Templar Land Speeder Pilot




You guys are missing the purpose of flagellents. They are the best conga line unit in the game. I run units of 10; 1 wide and 10 deep. I charge an enemy death unit to tie them up so i can flank charge with a good hammer unit like greatswords or knights. You should never try to run flagellents toe to toe with other units because you will lose 90% of the time. You use them in narrow lines to tie up enemies forever, then get the flank in.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
Made in us
Charging Bull



Traverse City, MI

.superted. wrote:
TCWarRoom wrote:40 great weapon khorne marauders 5 wide will beat the flaggys most times. If you go 10 wide, you will lose.

Flaggys get 18 attacks, 12 hit, 9 wound.
marauders get 15 attacks, 12 hit 9 wound.

marauders are steadfast and win combat with banner and ranks

next round, flaggys get 12 attacks, 6 hit, 3 wound
marauders get 15 attacks, 12 hit 9 wound

its a grind but with average rolls, marauders win when 5 wide, 6 deep.

that has been my experience


unless of course you were me last week. 50 man marauder unit took down to 9 men in 1 turn. stupid flages reroll hatred and frenzy...lost me game :(

i love seeing flages on the board. they look great and are great tar pits


You can not run horde against them. small frontage


Automatically Appended Next Post:
HawaiiMatt wrote:
TCWarRoom wrote:40 great weapon khorne marauders 5 wide will beat the flaggys most times. If you go 10 wide, you will lose.

Flaggys get 18 attacks, 12 hit, 9 wound.
marauders get 15 attacks, 12 hit 9 wound.

marauders are steadfast and win combat with banner and ranks

next round, flaggys get 12 attacks, 6 hit, 3 wound
marauders get 15 attacks, 12 hit 9 wound

its a grind but with average rolls, marauders win when 5 wide, 6 deep.

that has been my experience


5 wide marauders is 125mm.

they get one attack each, go to strength 3 after first round, they will lose on average

20mm flagellants get 8 models in base to base; 2 attacks in the front, and 8+8 from the 2nd and 3rd rank.
Flaggy's get 32 attacks, hitting with 24 during a martyr (you always get re-rolls to hit), killing on 2's (maybe with rerolls) so they average 20 kills.
Marauders come back with 15, 10 hits (2/3rds hit) and killing 2+ (with is 8-9 kills).

After that, it comes down to if the flagellants get the re-rolls to wound on the martyr. Either way, it's a close fight, with typically neither unit coming out of the fight in good shape.

-Matt


This message was edited 1 time. Last update was at 2011/08/22 07:22:39


 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Probably in here in at least one post, but the upside to Flagellants over Greatswords is they will fill a portion of your troops area. Obviously this assumes you have a Warrior Priest, but really...what Empire army is running without one?

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in au
The Dread Evil Lord Varlak





timetowaste85 wrote:Probably in here in at least one post, but the upside to Flagellants over Greatswords is they will fill a portion of your troops area. Obviously this assumes you have a Warrior Priest, but really...what Empire army is running without one?


What Empire army is worrying about filling up their core allotment? The most useful combat trooper the Empire gets is the 5 point halberdier, and second is the 6 point swordsman.

The special choices like Greatswords are nice and can fill a key role in a list, but only once you've taken enough core troops to do the heavy lifting.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
 
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