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There seems to be some difference of opinion over the Frenzy attribute. Many players seem to view it as a strength, suggesting giving Corsairs the Sea Serpent Banner, etc., and believe the pros outweigh the cons, while other players argue that a Frenzied unit is too easily exploitable by their opponent, and the bonuses aren't worth the tradeoff.
Mostly I've heard tournament players holding the latter opinion, but I'm not experienced enough to have come to any conclusions either way.
Discuss? I'd really like to hear what all of you have to say on this subject.
I must admit that when I play against an opponent with a frenzied unit I can be confident that I can draw that unit away into a bad charge or to show a flank.
Is there a reason why you can't put that same banner on Cold One Nights. The risks are the same (slightly greater with larger charge range) but the rewards are greater since the mounts frenzy as well.
Maybe because it'd be a cheap and easy way of getting around stupidity (though a unit of Frenzied knights might cause other problems as well)?
ItP doesn't grant immunity to Stupidity.
As a WE player, I absolutely love facing Frenzied units, especially combat-oriented ones. You can get them almost anywhere you want them.
In all though, I think it depends on how much control you like over your units. Us WE players prefer to know that our units will do this, then that. However, O&G players love the variety of not knowing whether their Orc unit will charge forwards recklessly or sit still this turn.
I have no idea what camp you fall into, but Frenzy is very similar to the said examples. The control of your figures is very "in the air" if that makes sense.
The Sea Serpant Standard is a 'corsairs only' itwm.
Now I've been playing Khorne Mortasl for a long time, right from Frnzied Warriors, Chosen Knights of Khorne and a Lord of Khorne on a Dragon. The army does need a lttle more skill to wield propperly, and your army lives and dies in the movement phase. However, get it right, and it's downright dangerous.
I don't really see a problem with giving it to 1 unit. Setup a screen of Harpies, a frontage of 6-7, and you're set. Hatred and Frenzy...mmmm
hag brew slightly helps frenzied witch elves. Could almost work as a trap
@Reuptake: The reason why people in tournaments have so little faith in frenzied units is because in competitive play the less wild cards you use the more you'll control the result of the match. And frenzy is a quite big of a wild card on a lot of units. Even if khorne chaos knights is a good frenzied units you'll rarely (or never?) see a whole khorne army from a serious competitor in a tournament. the only really draw back with frenzy is that is can mess up your movement phase pretty bad. And movement being IMO (and surely a lot of players agrees with me) the most important phase in WHFB you just can't have that wild card in a tournament, specially not wht the unit is a flanking unit. Your opponent will exploit that and make you reveal unguarded flanks that not only destroys the frenzied flanking unit but also the unit that it protected. Why frenzied elves is bad is mostly because elf models are expensive and easy to kill. One good unit to have frenzied is chaos knights (although there are better marks), sure they're expensive but they can take a beating and still win combat. Others are cheap units that are frenzied because you can have so many of them and it won't matter if they take come casualties because they're still capable on dealing with what your opponent throws at you, a good example would be plague monks. Cheap little bastards but hits hard as hell. Having said that I don't think that frenzied elves are that good for competitive play, but for friendly games they're just as fun to play as any other unit.
Frenzy is okay, Savage Orcs get +1 attack, immune to psychology. If you combine it with an additional hand, a Svage Orc warboss:
With the DE Eternal Hatred rule, it can be a great rule. But if your opponent has some fliers, and he gets charged turn 2, hes gonna be beaten by a dragon and a S5 or 6 rider (depending on the weapon). It is a very risky rule, but sometimes has huge payoffs. good against low toughness horde armies.
- Has 6 attacks.
- Doesn't run away from dragons or scary things like that.