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Made in us
Stubborn Eternal Guard




Houston, Tx

So I am wanting to field a Tzeentch Marauder army, which is where the most of my army consists of Marauders, Marauder Horsemen, and Warhounds. I know marauders are pretty good troop choices (atleast better than most armies) and they are cheap as dirt. So I am thinking of field multiple squads of 40 Marauders with MoT and full command.

What I need help with is; do I give them Hand Weapons and Shield, Great Weapons, or Flails? I hear people say the Flails are worthless on foot but I don't see how they could be that bad.

Another question I have is, what is better for Marauder Horsemen; Throwing Spears or Throwing Axe?

How I was thinking of fielding them was two squads of 5, each with MOT, Spears, Throwing Spears/Axes. I would uses these Horsemen as Warmachine hunters and to tie up Missile Units in Close Combat.

I am also considering fielding a good amount of Warhounds. I was thinking of about 3-4 squads of 5 Warhounds that I can use as a screen for my marauders. I kinda want to give them Scaley Skin but see that would be a waste of points because they are pretty much a suicide unit and should be used as such.

Also, Wulfrik seems like an awesome addition to my army. I was thinking of taking a squad of 40 marauders w/t Mark of Tzeentch and possibly flails.

I was want to field a Chaos Shrine or two as a flying Long boat or a Henge stone. But I hear they are gimmicky and expensive.

Any tips or Suggestions would be appreciated.
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

What I have learned is that wulfrik make the opponent hug the back and the sides making you marauders walk further.

I would suggest a hellcannon or 2 as well since they are awesome and can look tz since in the fluff its a daemon bound to the metal good times.

i would suggest Hand weapon shields but that just males them harder to kill in cc 6+ 5+ in cc but meh.
GW are great on mok since you get 41 attacks if in horde and have a champ.

If you go all marauders might as well get units of 10 to 17 horsemen that way you can disrupt an enemies ranks.
I would suggest go throwing axes shields and spears.
They can harass the enemy and when its time to charge they got a bit more kick.

Also might as well make the war hounds units of 10 since why not right.

Also are you planning on having a bsb and for a lord were you thinking a punchy lord or a magic lord.

Persoanly if you have the points go with both punchy and a disc sorcerer that would be cool.

Also what points level is this for?

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
Primered White





MI

One thing I've learned with Marauders is that nearly everyone and their mother usually attacks first (usually being the key word here, unless theres been a FAQ since I last read up on WoC), and for that, I almost always put my Marauders with GW. That way they have more of a kick, and since they're cheap to field anyways, you get more bang for your buck.

While a 5+ ward is better then a 6+, you really have to weigh your options. Would you rather have a slight higher survivability, or would you rather be more fatal (punching armor saves down a few notches), and since you'll prolly have a large horde of maruaders, I'd go with being fatal.

As for the flails, I honestly have never even thought about them, and I can't remember what bonuses/penalties they even confer.

 
   
Made in us
Paingiver





Well I'm no expert on WoC but I'll give you a break down. MoT adds a +1 to your ward save. So if you were to take shields and light armor you would get a 5+ armor save and a 5+ ward save. Now the problem with this is you would do this to increase your defense, but you have now spent 6 points on a 4 point model. If you had 240 points to work with you can get 40 guys with the LA and Shield or 60 with nothing but a hand weapon. So is it more survivable having 40 guys or 40 wounds with the 5+AS and the 5+Ward or having 60 guys=60 wounds with a 6+ save from MoT? Flails and Great Weapons are also a choice. Flails give you a bonus to your +2S in the first round of close combat at your Initiative which is pretty good at 4, now if you are horded out and have a lot of attacks coming at an enemy and that 1 turn is all you need to break them then awesome and if your attacks are going to have an affect on how hard you get hit back by taking down models that could attack you. But if you don't have what it takes to break them in that first round then you get S3 which is IMO not enough. Also when facing skaven or high elf and other higher Initiative armies you get no advantage over Great weapons. Great weapons hit last but guarantee the +2S at all times, when you are looking at fielding 40+ guys 50+ in horde formation then by all means go great weapons. Ultimately MoK greatly favors the GW and flail marauder but I mean if your horded you are only losing 10 attacks out of 40 by not taking it.

MoT does work better on Chaos Warriors with their armor and shields, but if you do want that Tzeentch Marauder Army then go for it, but I would recommend a mix of tarpitting units with either shields and/or light armor or naked to tar pit units with their higher numbers being 5 wide with deep ranks and steadfast and then using Great Weapon Marauders as your heavy hitters in their flanks. Or you go all out Great Weapons all around horded units, it works for my dwarfs. Horded 50 strong you are only looking at 340 points with the Mark and Full Command, you could have 4 of those at 1500 and still have enough points for a decently equip Sorcerer or Hero.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Id say say a few hordes with gw fc 50 ish guys.

Combat tz lord
Tz bsb
Tz sorcerer.

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
Stubborn Eternal Guard




Houston, Tx

for point cost I was thinking about 1850 - 2000 mostly for casual/local playing

I was thinking of fielding mostly sorcerers to take out heavier infantry like ogres and giants. I was also thinking of a Disc Lord w/t Book of Secretes to give him a fire spell or something.

   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

I would say get a combat lord he can hit hard and take care of heavy infantry and will give a nice ld bubble for your marauders.

I would not go with the book.

For a lord go with a power familiar for the extra dice.

For a hero sorcerer go with third eye for a bit of spell shenanigans.

I would go with great weapons on the marauders a combat lord as your general and a disc hero caster.

Lord 305
mot
tali of pres
enchanted shield
Glaive of putrefaction

Or

Lord 325
mot
tali of pres
shield
helm of many eyes
Glaive of putrefaction

Those will lay down the law

Personally I enjoy this as a hero he will help your marauders live against war machines as well as adding a bit of punch.

Bsb 195
Mot
Shield
Dragon helm
Tali of end
Iron curse

Just some suggestions play with them and see what you think.

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
 
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