View Full Version : Unit size for flagellants

01-12-2009, 23:26
I have 40 Flagellants what unit sizes do you think work best in my army I could have up to 3 units or less,

Should I go for 2 units of 20.
1 unit of 15 and two units of 12.
1 unit of 20 and 2 units of ten.
Other sudgestions ?


01-12-2009, 23:27
I'd say 2 of twenty so they're not too large as to be unwieldy, yet are still large enough to hold things up.

01-12-2009, 23:28
one massive unit of 40 5 ranks deep. use it to shield the advance of your other infantry.

01-12-2009, 23:31
I'd go with the two units of 20, big enough to hold off for two player turns, enough for you to get into position for a flank..

@puppetmaster24: the max unit size is 30.

01-12-2009, 23:51
Lots of possible unit sizes:

6 x 1 (stopgap)
6 x 2 (flanker, stopper)
7 x 2 (flanker, stopper)
5 x 5 (tarpit)

01-12-2009, 23:56
depends what other special choices you want, can you afford that many slots being taken up with crazed zealots?

02-12-2009, 00:05
depends what other special choices you want, can you afford that many slots being taken up with crazed zealots?

Yes I can use up to 2 rare and one will be core three in total but that depends if its more vaiable to have two larger units insted of three smaller ones.

02-12-2009, 00:06
I didn't mean he should take all those - just that those are the common ones. Also he gets one unit as a core choice if he has an AL or WP; then can spend 1-2 slots from his rare slots on additional units.

02-12-2009, 00:08
so 30 is going to be the best i assume to hold something up like a grail charge is probably something it might not stop..... but still i just love them for the fact of bieng a great tar pit

02-12-2009, 00:22
I probably wouldn't use 40. If I was using multiple units of flagellants (I generally field 1) it would be a unit of 8 and 17.
8 is a fantastic unit I have found. With a prophet, they can hold monsterous characters for 2 turns. They are small and cheap enough to be a speedbump. They can hold up more 'normal' units fine for a turn or 2. They're quite capable of damage when they charge, they're small and manouverable enough to be a flanker, you get the idea. I always field a unit of 8.
17 can absorb almost any charge and have only a few left, so hopefully won't give up much combat res in the turn you flank. They also have 2 ranks and are 6 wide when you charge.

02-12-2009, 00:32
theyre not just there to take a charge and hold things up though, at S5 first round of combat they can do alot of damage, especially if you sacrifice a few so getting the charge can make them very effective

The Red Scourge
02-12-2009, 06:20
And they're great against the undead :)

7 wide, 3 ranks deep = lots of S5 attacks, and plenty of wounds and extra flagellants to sacrifice :)

02-12-2009, 09:16
7x3 is probably the optimal size for a unit that wants to maximize it's attacks against most ordinary enemy formations.

02-12-2009, 09:25
You need to see what other options you want to field in your army to achieve your tactical objective because flagies are tar pits, not the hammer of sigmar.

02-12-2009, 13:11
Thanks Guys Ill go for two units of tweenty for my first few games see how my opent reacts to them and taylour them from there, Ill use archers or free company to shield them.
I was going to use them as a thick moble wall right in the middel of the field. force his other troups to go around them or chage them which in that case they get bogged down, then I chose what flank to potect with my other foot units and on the other flank I charge in with my 2 units of knights all the while Ive been hitting then with a cannon and helblaster shot and handgunners, the helbaster will be on one flank and cannon on other, hopefully if I picked my flank well and I can break a flank with the knghts then go around behind an surport the other flank hopfully taking out any warmachines on the way.