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		<title><![CDATA[Latest posts for the thread "WoC Marauders list!"]]></title>
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				<title>WoC Marauders list!</title>
				<description><![CDATA[ So I've been reading through the <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> army book lately. I've fallen in love with Marauders. Both on foot and on horseback.<br /> <br /> The main reason I need some help is I don't know what mark I want to do. I've narrowed it down to either Slaanesh for the immunity to fear, terror, and panic or Tzeentch for Ward saves. No matter which army I pick I want to have a bad ass chaos lord(hero for lower levels) on a steed/disc. I've been thinking about 1000 point level just to get things off the ground. <br /> <br /> Exalted Hero, Shield, Mark of Slaanesh, Crown of Everlasting Conquest, Bloodcurdling Roar, Steed of Slaanesh 215<br /> Chaos Sorcerer, <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, Mark of Slaanesh, Steed of Slaanesh, Dispel Scroll x2, Acid Ichor 215 <br /> <br /> Marauder Horsemen x10, Mark of Slaanesh, Shields, Spears, Musician, Standard, Chieftain 190<br /> Marauder Horsemen x10, Mark of Slaanesh, Shields, Spears, Musician, Standard, Chieftain 190<br /> Marauder Horsemen x10, Mark of Slaanesh, Shields, Spears, Musician, Standard, Chieftain 190<br /> (A variant of this list is six units of 5 mean each but cutting the standards and musicians)<br /> <br /> Or<br /> <br /> Exalted Hero, Shield, Mark of Tzeentch, Crown of Everlasting Conquest, Bloodcurdling Roar, Disc 215<br /> Chaos Sorcerer, <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, Mark of Tzeentch, Power Familiar, Dispel Scroll x1 190<br /> <br /> Marauders x20, Shields, Light Armor, Musician, Standard, Chieftain, Mark of Tzeentch 160<br /> Marauders x20, Shields, Light Armor, Musician, Standard, Chieftain, Mark of Tzeentch 160<br /> Marauders x20, Shields, Light Armor, Musician, Standard, Chieftain, Mark of Tzeentch 160<br /> <br /> 2x Spawn 110<br /> <br /> As for the poor lists, they need a little improving I know. But this is just getting started out. All I ask is that the marauders are my cores. Last few questions, is there a plastic kit for the Hellcannon, Gaulrauch or Dragon Ogre Shaggoths?]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 04:20:02]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>WoC Marauders list!</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(298);'>AFAIK</span>, the Hellcannon, Gaulrauch and Shaggoths are all METAL BOXES and are ridiculously expensive.<br /> <br /> The problem with using just Marauders is that all your core choices are toughness 3 with a piss-poor save. They'll get cut down in no time to ranged firepower, so I avoid them. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, horsemen should be charge-and-die units, so I take a squad of 5 with flails and send them at things like warmachines and ranged units. They don't last long after the charge.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 04:30:19]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ I am completely biased of course (soul: sold to Tizz), but I think your Blue list is better.  Though mostly because the marauder infantry are weak but cheap, vs ranked cav being weak but expensive.  What I think you ought to do is mix the two up - infantry + cav + chariots or ogres or other things you can mark and deem barbaric enough - <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>.<br /> <br /> Here's my tentative messing with your Tzeentch list ...<br /> <br /> H:  Exalted - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, sword of might, collar, shield = 170<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, golden eye, power familiar, bloodcurdling roar, disc = 220<br /> <br /> C:  24 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, full command, shields, light armor = 184<br /> C:  10 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, great weapons = 74<br /> C:  10 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, great weapons = 74<br /> C:  5 Horsemen - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, flails, light armor = 106<br /> C:  5 Warhounds = 30<br /> <br /> S:  Chariot - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> = 140<br /> ----<br /> 998<br /> <br /> So what I've done is go with a meaty marauder block + foot exalted general (very basic build, he's there to bring leadership and pain in equal amounts), a rather versatile disc sorcerer that also yells at people, 2 bait / flank smashy marauder units, 1 horsemen unit for flailing devastation, and a chariot to bring the pain and/or absorb fire like a pro.  Chariots seem quite barbaric to me, particularly if you model them up with marauder crew and horses and what have you.<br /> <br /> You could compact the small marauder units and strip some points from other places to get a second big marauder unit, but frankly I don't think they can do much without a character to back them up with some kill potential.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 06:25:20]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ I play <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> and I love Marauders  especially horsemen! Models look fantastic!.  First thing marauders will win combat by resolution so musician and banner are a must also 20 man blocks.  LA, Shld, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> gives them a 4+<span class="glossaryitem" onmouseover='gp(157);'>sv</span> which isnt to bad (6pts a model <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">). For  mark go either nurgle or slan. Tz. 6+ ward es eh. Nurge -1 to hit in shooting and -1 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> in close combat makes your marauders more durable I personaly go Slan its cheap and immune to fear/terror/panic is awesome.  The big punch of this army comes from the Horsemen.  Flails are great but 6+ <span class="glossaryitem" onmouseover='gp(157);'>sv</span> is garbage and fast cav. cant deny ranks. That is why in my <span class="glossaryitem" onmouseover='gp(385);'>woc</span> list my horsemen are medium cav. LA and Shield. I spend 2 points (10 pts total so my unit can now deny ranks) flank charge <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 ouchie.  Im not a big fan of marauders with <span class="glossaryitem" onmouseover='gp(50);'>GW</span> because the unit is so small and they are very easy to kill. <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> waste of points you want your MH to flank not marauders with movement of 4.  <br /> <br /> Units.. to keep the barbaric theme Ogres Giants Warshrine and forsaken could work. If you want to stand a chance against the magic phase bring a dispel cady. You have no shooting phase so get use to having short turns <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> Also try not to spend tooo much on heroes. This army will work if you can out number the enemy and get flank charges in. But remember very very easy to kill. Not a list <span class="glossaryitem" onmouseover='gp(269);'>id</span> bring to a tourney <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> anyway have fun with your marauders and if all fails.. go khorne!]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 06:59:32]]> GMT</pubDate>
				<author><![CDATA[ rlsquared2]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ <blockquote><div><cite>Boss_Salvage wrote:</cite> What I think you ought to do is mix the two up - infantry + cav + chariots or ogres or other things you can mark and deem barbaric enough - <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>.</div></blockquote><br /> <br /> I was thinking that before but when I realized how few points I was working with at 1000 I kind of just put all the Horsemen in the Slaanesh list (So fast) and all the marauders on foot in the TZ list, because I could get them cheap good armor saves and a second roll with their 6+ ward from <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>.<br /> <br /> <blockquote><div><cite>Boss_Salvage wrote:</cite> <br /> H:  Exalted - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, sword of might, collar, shield = 170<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, golden eye, power familiar, bloodcurdling roar, disc = 220<br /> <br /> C:  24 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, full command, shields, light armor = 184<br /> C:  10 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, great weapons = 74<br /> C:  10 Marauders - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, great weapons = 74<br /> C:  5 Horsemen - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, musician, flails, light armor = 106<br /> C:  5 Warhounds = 30<br /> <br /> S:  Chariot - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> = 140<br /> ----<br /> 998</div></blockquote><br /> <br /> I love this list, the marauders are pretty tough with armor then ward saves. One thing I need to ask, can a sorcerer with a flying mount turn in any direction after it's movement? If so, I see so many games where I fly that sorcerer to the flank of an enemy unit and unload on it with spells and roar only to fly away on the next turn or go to the other flank and do it again. I was really hoping for an Exalted Hero on a disc really loaded down to hit things hard though, but I realize that is more the sorcerer's position in a Tzeentch list. I've never run a Chariot before and I love the idea of modeling it with marauders instead of the chaos warriors. Are the chariots plastic or is there a kit I can convert the chariot out of easily plastic?<br /> <br /> <blockquote><div><cite>rlsquared2 wrote:</cite>I play <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> and I love Marauders  especially horsemen! Models look fantastic!.  First thing marauders will win combat by resolution so musician and banner are a must also 20 man blocks.  LA, Shld, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> gives them a 4+<span class="glossaryitem" onmouseover='gp(157);'>sv</span> which isnt to bad (6pts a model <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">). For  mark go either nurgle or slan. Tz. 6+ ward es eh. Nurge -1 to hit in shooting and -1 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> in close combat makes your marauders more durable I personaly go Slan its cheap and immune to fear/terror/panic is awesome.  The big punch of this army comes from the Horsemen.  Flails are great but 6+ <span class="glossaryitem" onmouseover='gp(157);'>sv</span> is garbage and fast cav. cant deny ranks. That is why in my <span class="glossaryitem" onmouseover='gp(385);'>woc</span> list my horsemen are medium cav. LA and Shield. I spend 2 points (10 pts total so my unit can now deny ranks) flank charge <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 ouchie.  Im not a big fan of marauders with <span class="glossaryitem" onmouseover='gp(50);'>GW</span> because the unit is so small and they are very easy to kill. <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> waste of points you want your MH to flank not marauders with movement of 4.</div></blockquote><br /> <br /> I like the keep my fast cav fast, it's one of the things I like about the MH. They can move forward 18" and reform to flank charge a unit that cannot flank charge them next turn. If the unit they were going to charge shifts a little to prevent a flank charge I just charge them or move to their flank again. I like the high maneuverability of fast cav too much to sacrifice their versatility for another +1 on their armor saves. And besides, if I go <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> they will have a crappy armor save followed by a crappy ward save. <br /> <br /> It's more and more likely I'm going Tz on this list all the time, Slaanesh's Immunity to fear, terror and panic is nice but a ward save is too good to pass up as the second cheapest mark.<br /> <br /> <blockquote><div><cite>rlsquared2 wrote:</cite>Units.. to keep the barbaric theme Ogres Giants Warshrine and forsaken could work. If you want to stand a chance against the magic phase bring a dispel cady. You have no shooting phase so get use to having short turns <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> Also try not to spend tooo much on heroes. This army will work if you can out number the enemy and get flank charges in. But remember very very easy to kill. Not a list <span class="glossaryitem" onmouseover='gp(269);'>id</span> bring to a tourney <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"></div></blockquote><br /> <br /> I like the Ogres, I've always wanted to get some of those models (not the <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> ogres, they are hella ugly and probably metal). The reason I think I'm in the habit of overloading my characters is from playing <span class="glossaryitem" onmouseover='gp(138);'>VC</span>. In <span class="glossaryitem" onmouseover='gp(138);'>VC</span> the characters kind of make the army so I just have to break that idea in my head.<br /> <br /> Possibly in 2000 or 2250 I'll mix the marks up a little bit. I like Sigvald quite a bit, I think he'd be pretty awesome in a huge block of marauders six wide (just because it's slaanesh). But his supreme vanity may be a challenge, but I don't see him failing his stupidity test very often. I'm not really concerned with winning all the time with this army, I just want to have some fun playing around after I've put them all together. The only thing I'm really obsessed with in this army is staying away from the metals. Not because I need to save money or anything, I just need a break from pinning for a little while and some easier stuff to work with in conversions.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 14:22:03]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>WoC Marauders list!</title>
				<description><![CDATA[ The current chariot is ancient and metal and badly in need of a plastic kit that also includes warshrine options <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">  But a marauder chariot especially would work with a plastic tomb kings chariot, swap out undead horses and maybe add some fire / tizz icons for chaosification.  The other plastic chariot out there is the high elf one, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>.<br /> <br /> Discers can indeed zip up to 20" and spin whatever facing you want, meaning your wiz can do exactly what you describe <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">  If you want to mount your general on a disc too you can simply scrap the hounds, pop him on a disc and use the last 12 points to get a couple marauders to fill the hole in the big unit.  Though a trickier build for a discer exalted might be ...<br /> <br /> Exalted - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, book of secrets, talisman of protection, flail, shield, disc = 189<br /> <br /> Gives another caster, as well as 4 S7 attaks into something's flank or war machine crew or so on.  It's up to you who to give the roar and the eye to, though I think the sorcerer is still better because he's not going to be in combat if possible, maximizing yelling potential.<br /> <br /> Though a problem again is that you really do want his <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8 being given to the marauders, unlike in warrior-heavy armies, and that his combat potential makes the big marauder block actually capable of winning combat ...  I am however liking the double discer list though, with the faux-caster for added firepower.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 15:04:09]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ I think I like the Exalted Hero being the army general of this small force. <br /> <br /> If I were to expand this though what direction should I head into? I was thinking of another chariot, another sorcerer, more horsemen and a beefy caster lord. But I don't know how smart a move all those things are.<br /> <br /> I really like ogres, I've always wanted to paint up and field some of those fellows. How do you feel about a squad like this?<br /> <br /> 3x Ogres, <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Chaos Armor, Additional hand weapon 155<br /> <br /> Too large a point sink? Or do they bring enough attacks to handle the job?]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 04:49:06]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ you really love the 6+ ward saves <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">. I think <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> on ogres is a waste of points. my 2 cents.]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 05:40:58]]> GMT</pubDate>
				<author><![CDATA[ rlsquared2]]></author>
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				<title>Re:WoC Marauders list!</title>
				<description><![CDATA[ <blockquote><div><cite>rlsquared2 wrote:</cite> I think <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> on ogres is a waste of points.</div></blockquote><br /> <br /> Why?]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 15:17:36]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>WoC Marauders list!</title>
				<description><![CDATA[ Because it's a piddly 6+ ward save on a unit that can take Chaos armour and can shrug off most attacks that aren't S4. You want tough Ogres, take Nurgle instead. I personally prefer Khorne, since the frontlines are where they should be.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:30:23]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>WoC Marauders list!</title>
				<description><![CDATA[ <blockquote><div><cite>Cheese Elemental wrote:</cite>Because it's a piddly 6+ ward save on a unit that can take Chaos armour and can shrug off most attacks that aren't S4. You want tough Ogres, take Nurgle instead. I personally prefer Khorne, since the frontlines are where they should be.</div></blockquote><br /> <br /> But if I fail their 4+ Chaos Armor save, they can then take their 6+ ward save as well. I don't really like how Nurgle just decreases the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of the attacker, doesn't seem very nurgly to me. I'm doing Tzeentch anyway. I'll just pick up more Chariots for cheaper.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, how important is it to control the magic phase with a <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> army?<br /> <br /> I expect it to be easier with a Tzeentch themed list, but I worry that if I don't commit all hero slots and all lord slots to maxed casters that it will not work out very well for me against armies that can easily dominate the magic phase.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 06:13:20]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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