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![[Post New]](/s/i/i.gif) 2010/07/12 16:06:35
Subject: Witch Marauders to go with....
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Superior Stormvermin
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I'm thinking over my WoC, witch is essentially all warriors of khorne with several units of tzeentch and I've decided i would like some marauders.
should i go with the 6X5 brick of marauders of khorne with flails? 13 or so str 5 attacks, doesnt sound so impressive when i add it up.
or
should i go with the 5X5 brick of marauders of tzeentch with HW/S? same number of attacks at str 3, but i gain a 6+ armor and a 5+ ward.
I'm thinking tzeentch would work out better but maybe one of you dakkaites can point out something i havent thought of.
This unit would essentially be an anvil.
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![[Post New]](/s/i/i.gif) 2010/07/12 20:39:24
Subject: Re:Witch Marauders to go with....
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Wicked Warp Spider
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I'm debating the same thing. I'm leaning toward a horde of Tzeentch HW/S for the center of my line.
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"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2010/07/12 20:41:06
Subject: Re:Witch Marauders to go with....
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Stoic Grail Knight
Houston, Texas
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If you need an anvil, Big block of like 6x6 or 7x7 with tzeench and HW shield, will be decently resiliant and steadfast for a while.
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Daemons-
Bretonnia-
Orcs n' Goblins- |
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![[Post New]](/s/i/i.gif) 2010/07/13 02:06:01
Subject: Witch Marauders to go with....
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Regular Dakkanaut
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I use 5x4 blocks of Marauders with hand weapon shield and great weapon. Makes them very versatile. I tried 10x4 and that didn't work very well even with the horde rule.
Something that's very effective is hand weapon shield and mark of tzeentch. Makes them very hard to kill.
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![[Post New]](/s/i/i.gif) 2010/07/13 03:11:13
Subject: Witch Marauders to go with....
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Painlord Titan Princeps of Slaanesh
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I imagine most competitive lists will be seeing the MoT marauder blocks.
I'd say include a few 15-strong marauder blocks with flails and MoK though. Use them to come in the flanks after you tie up the enemy in the front. Not much can kill enough marauders coming in the flank to negate their rank bonus.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2010/07/13 13:15:35
Subject: Witch Marauders to go with....
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Focused Dark Angels Land Raider Pilot
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I'm going to have to agree with everyone else. HW + Shield + MoT is the way to go. If you have enough points to spare maybe even adding light armor to help their survivability.
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nosferatu1001 wrote:That guy got *really* instantly killed. |
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![[Post New]](/s/i/i.gif) 2010/07/13 15:53:19
Subject: Witch Marauders to go with....
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Dakka Veteran
Los Angeles, CA
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Im going to disagree here
Marauders are pretty average infantry. Against other average infantry they can expect to take 2-3 wounds of which the hand weapon/shield might save half. Not that useful. Against shooting the hand weapon shield saves a pitiful 1/3.
If you want something resiliant to hold the middle of the table take 12-15 warriors with handweapon/shield and MoT. They can shrug off most shooting and against the same large ranked unit of mediocre infantry will take 1/2 of a wound while dealing a number of wounds back.
The only benefit of the marauders is that they might have more ranks. But as the easiest target for shooting they probably wont.
Bricks of marauders shine when equipped with great weapons. In this manner they will cut through cheep enemy infantry and have enough bodies to take hits and give them back against stronger units.
I say great weapons.
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![[Post New]](/s/i/i.gif) 2010/07/13 17:09:27
Subject: Re:Witch Marauders to go with....
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Superior Stormvermin
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Check out my 3k list in the army list section. I'm hoping to either sacrifice a smaller unit to a nearly unslayable stank, or maybe catch a dragon in it, something like that instead of throwing expensive warriors and getting them run over. My list already has 56 warriors in it.
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![[Post New]](/s/i/i.gif) 2010/07/13 21:50:08
Subject: Witch Marauders to go with....
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Fixture of Dakka
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I'm actually running both. There goes any notion of originality I thought I had
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Worship me. |
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![[Post New]](/s/i/i.gif) 2010/07/29 02:42:17
Subject: Witch Marauders to go with....
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Powerful Chaos Warrior
Legion of Doom Headquarters, Virginia
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@Kasrkinlegion: What was your experience w/ your unit? What equipment, and mark?
I am considering getting into 8th edition. I build a pretty decent host during 7th edition, am not quite sure what's what at this point. My LFGS plays about 2500 points and I was thinking about one horde block 10x3, flails, perhaps the mark of khorne, but perhaps not. How exactly does the horde rule work? and what's thiscraziness that I hear about the mark of slaanesh not granting immunity to psychology any more?
as for context, I'm thinking M. Horsemen w/ throwing axes, blocks of warriors, knights, Dragon Ogres, and hell cannons. I can't pay retail for the cannons, so I'm hoping that I can find some second to swap, buy, or steal....
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This message was edited 2 times. Last update was at 2010/07/29 02:43:44
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![[Post New]](/s/i/i.gif) 2010/07/29 03:47:36
Subject: Witch Marauders to go with....
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Auspicious Aspiring Champion of Chaos
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Glimpse The Void wrote:How exactly does the horde rule work?
So long as the unit qualifies for horde status (in the case of non-monstrous infantry, 10 wide), supporting attacks may be made from one additional rank. So a unit of marauders 10 wide may make supporting attacks from the second and third ranks.
and what's thiscraziness that I hear about the mark of slaanesh not granting immunity to psychology any more?
Under the current Army book, Mark of Slaanesh never provided Immune to Psychology. It gives immunity to fear, terror, and panic. This means it gives the relevant leadership check benefits, but is still able to be affected by the Lore of Slaanesh, and other effects that can't touch Immune to Psych targets. Furthermore, it permits them to flee from charges.
RZ
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“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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![[Post New]](/s/i/i.gif) 2010/07/29 18:51:56
Subject: Re:Witch Marauders to go with....
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Powerful Chaos Warrior
Legion of Doom Headquarters, Virginia
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Are horsemen w/ axes able to lob their axes in 2 ranks? I've got this glorious vision of vanguard moving then sending 10 axes where it hurts the most.
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![[Post New]](/s/i/i.gif) 2010/07/29 20:07:44
Subject: Witch Marauders to go with....
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Nasty Nob
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2 Ranks means 2 ranks, so throw till your hearts content.
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/07/29 21:32:44
Subject: Witch Marauders to go with....
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Jervis Johnson
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Marauders are pretty incredible to be honest for the points cost. They beat most units in Warhammer in a point per point pepsi challenge now because of stepping up as long as you make the unit large enough.
Units of 40 with great weapons and not necessarily any mark, but if forced to choose then MoT or MoN. Formations aren't set in stone. It could often receive charges deep 5 wide and then combat reform to horde for the 3x attacks.
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