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Thread: Chaos Marauder Dilemma

  1. #1
    Chapter Master Maskedman5oh4's Avatar
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    Chaos Marauder Dilemma

    Okay- I guess WoC are getting a new book by the end of the year.

    I am in the process of building 40 Chaos Marauders. I am completely unsure how I should arm them.

    I DO NOT want to be ripping arms of painted miniatures because Marauders have lost a weapon option or because there is a better option now.

    Should I just give them all GWs and be done with it?
    "Life is hard; it's harder if you're stupid."

    - John Wayne

  2. #2
    Veteran Sergeant sugnathefeeble's Avatar
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    Re: Chaos Marauder Dilemma

    I would arm them with flails if the new book doesn't have that option then the flails are great weapons

  3. #3
    Chaplain Welfstar's Avatar
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    Re: Chaos Marauder Dilemma

    Hmm. I'd probably say if you don't want to be disappointed, don't gamble and assemble them before you know what's what with the upcoming book.
    A Chaos Space Marine army may include Fabulous Bill.

    Where did the FW faqs go?

  4. #4
    Chaplain Welfstar's Avatar
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    Re: Chaos Marauder Dilemma

    Or, you know what? Better yet, I'd build 10 however you like (sounds like you're hoping they'll have GWs still -- so convert your GWs) to be your unit's front rank. Play with that until the new book's out. If you've chosen poorly, build the rest how you like and use the 10 as 'flavour models'.

    General convention is 50% of a unit must have proper weapons represented.

    For example, some of my Ironguts have two hand weapons and some have a hand weapon and an ironfist.

    For more disorganized, berzerker-style units (Ogres and Marauders are great examples), a couple models armed differently (i.e. 'flavour models') really make the unit look great.
    A Chaos Space Marine army may include Fabulous Bill.

    Where did the FW faqs go?

  5. #5
    Commander
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    Re: Chaos Marauder Dilemma

    I agree about flails. Great choice!

  6. #6
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    Re: Chaos Marauder Dilemma

    Here's a better question; do you plan on actually playing with the army in the next 6mths, because if so then you shouldn't be worrying about October now. As for the 'rumour' that Marauders are losing Great Weapons, I reckon it's wishlisting pants based on some people that had some hard time against the Khorne horde. I see no logical reason why their weapon options would get any thinner. As such, GWs all the way.

  7. #7

    Re: Chaos Marauder Dilemma

    If you want to be sure then I would say put them together without arms. The standard and Muso can still be put together just fine but you never know whats going to happen with the new book. Everyone is prety sure that they are going to get a new book by the end of year so you wont have long to wait.

  8. #8
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    Re: Chaos Marauder Dilemma

    As to GodlessM comment. If you horde them then GW. If you go MSU then flails. Initiative 4 is pretty good against most armies.

  9. #9

    Re: Chaos Marauder Dilemma

    Even if marauders don't lose the GW option, expect it to be more expensive, and the other choices more useful if you just want to bring many bodies on the table.

  10. #10
    Chapter Master Frankly's Avatar
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    Re: Chaos Marauder Dilemma

    GWs all the way. If you going to be playing them, go GWs, its such a great unit. Even if GWs go up by a point in the next book everyone will still use the unit, if they actually cut out GWs ... which is HIGHLY unlikely, then play them as 'counts as flails'.
    .......... alittle more ....... a little more.

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