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View Full Version : Unit sizes - Marauders



Eternus
26-12-2011, 08:45
Ok, I have two units of 24 Marauders, one with flails and one with hand weapons and shields. I'm buying one more box of 16. Do I make them up 50/50 as flails and hw/shield to make two units of 32, or all as hand weapon and shield to make a horde of 40?

Thanks for your opinions, and Merry Christmas!

sulla
26-12-2011, 09:23
Cut the chains off the flails and glue the axe heads or flail heads on to make them all great weapon marauders. Aim for 40-50 in a single khorne horde.

colonel kane trine
26-12-2011, 09:24
Id make one unit into a horde

gogs78
26-12-2011, 12:13
Great weapon horde with mark of khorne does indeed seem to be the best way to play marauders at the moment.

Eternus
26-12-2011, 14:13
Cool, thanks guys.

ivan55599
26-12-2011, 15:04
....but expect changes what will happen in next year....

Eternus
26-12-2011, 19:05
I guess at a push, a unit armed with flails could be 'counts as' great weapons, being as almost all of them are wielded in two hands...

sulla
26-12-2011, 22:22
Yup, and marauders may well lose the great weapon option in future books since the models don't have them anyway.

But rulewise, right now, they are the better option for big units of dirt cheap, frenzied infantry. If you were only taking them in small units, say 10-20, flails would be the better option.

Eternus
27-12-2011, 13:35
Does it stand to reason that if the Marauders are facing lower initiative enemy, like Gobbos, Orcs, Empire, etc, then they'd be better off with flails, and that great weapons are better if they are likely to be striking last anyway due to initiative? Initiative 4 isn't bad after all, and they're throwing that advantage away by taking great weapons over flails?

mrtn
27-12-2011, 15:47
That's only an advantage if you play with such small units that you don't expect to be in combat for more than a turn. As long as you have marauders left it doesn't matter when they strike, it's just when your unit is getting depleted that is important.

The same is true when it comes to flails, they're only good if you don't expect to be tied up in combat since they lose most of their punch after the first turn.

Eternus
30-12-2011, 17:22
I'm starting to think that I'm better off equipping the unit with Hand Weapons and Shields, because Marauders are the only unit in the list cheap enough to deploy in enough numbers to counter enemy units with Steadfast. I have other units which are there to cause damage, like Warriors, Knights, Giant etc, so it seems that to fill the role I want them to, deploying really deep, HW+S is the better option.

Does that make sense?

popisdead
30-12-2011, 17:36
Steadfast is really good. I always try to have one unit steadfast to deal with knights, etc.

So would 6 units of 50 with MoK and GWs in Horde though :P