PapaSmurf wrote:IMO you probably don't need the second block of marauders w MoT, you might be better served giving your BSB a ward save and beefing up the warriors you want to use as an anvil
Agreed, your
BSB wants a ward (talisman of endurance is the go to) and
if you really want to kill things you're probably best cutting marauders until you can afford another halberd warrior unit. Quite literally, they are the best core unit in 8th (though I prefer
MoT to
MoK because frenzy overrun can be exploited quite easily).
Because I'm working on the list anyway, here's what that might look like, fitted into your list:
L: Demon Prince -
MoT, level 4, fury = 495
H: Wulfrik = 185
H: Exalted Hero -
MoT,
BSB, talisman of endurance, ironcurse icon, halberd = 184
C: 18 Warriors -
MoT, blasted standard, full command, halberds, shields = 396
C: 18 Warriors -
MoT, banner of eternal flame, full command, halberds, shields = 366
C: 40 Marauders -
MoK, full command, great weapons = 250
C: 5 Warhounds = 30
C: 5 Warhounds = 30
S: 6 Knights - banner of rage, standard, musician = 305
--------
2241
You've spent so many points on the
DP at this point that popping a little 1+ ward vs magic is nothing (and there are armies out there depending on magic to kill big monsters, so this puts a stop to that nicely). Third Eye is another quality gift, but with 4 levels of Tizz you're probably getting lots to work with anyway.
The
BSB got his 4+ ward and halberd, and the ironcurse in case he walks with the flaming warriors (gives them a 5+ ward vs artillery).
Now there are two face-meltingly awesome halberd bricks, ready to rock and roll in ways that 50 shield marauders were never ever going to do. Wulfrik's crew got trimmed down slightly, since 50 dudes in the backfield seemed excessive and even way too big to maneuver at times. The horsemen got turned into 10 puppies, ready to do the dirtiest of jobs (draw fanatics, sit on mangler squigs, bait frenzied khorne warriors into revealing their flank so you can punish them), for almost no cost.
And finally, the knights have lost their champ (a very poor use of 20 points, particularly with auto-challenge
WoC rules), lost their mark (biggest effect is against WS3 infantry, but not often going to matter), but gained another dude, for I think a gain of 10 points. Extra guy should make up for small arms casualty (IF that ever happens), while also tossing in +3 S5, +2 S4 attaks for killing steadfast bricks ASAP. Yes knights come in packs of 5, but I'm sure you can find a way!
Your original list is fine (besides
BSB gear really, and the horsemen have too much command and too few upgrades), but I think you'll find that the turtle marauders are really not very impressive. Sure they stick ... but that's about it, very poor damage output. And in your list, since your
DP is the general, they're likely steadfast on LD7, unless the
BSB sits in them. Warriors however are the best they are at what they do, which is often: WIN. (36 halberd warriors is actually probably cheese, or at the very edge of it. Since they aren't frenzied, people will probably assume you're offering a concession, but that frenzy overrun is seriously bad news, and I use it whenever possible to mess with khorne nutters.)
- Salvage