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I was looking at the flaggelants thinking wow they are really good now, so me and my friends came up with the idea of using them in mass now that 1 unit can be taken as core with a priest, heres the initial set up for a 2k game
rare= 2 units of 30 flaggies
special= 3 5man unit of inner circle
core= 1 unit of 30 flaggies and 2 12man units of handgunners
heroes= 3 warrior priests,1 empire general
this is the back bone list, but do any of you think this has a shot???? ignore the 90 unbreakable crazy martyrs or the 15 fast heavily armored knights???
It is my opinion that though the 0-1 restriction has been removed, that you are only allowed 2 warbands in a 2000 army. Under ordinary situations you can fill 2 of 2 Rare slots with a flagellant warband. However, due to the Army Organization rule under Flagellants, you are allowed to convert 1 of these warbands into a Core slot choice as long as you have a Warrior Priest in the army. (Note the word OR instead of AND)
Therefore, 2 max instead of 3.
That said.... the role of the flagellants is to get locked into combat with an enemy unit until they die off or a support unit can cause the enemy unit to run. I wouldn't count on the flagellants to win combat on their own.
Therefore, the rest of your army is required to actually attack and defeat enemy units.
Finally, with Frenzy, you will have to take extra care that the enemy doesn't lead off your flagellants with cheap expendable units.
I suppose it is worth a try though.
[COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]
you are allowed three units, two for rare and one core (so long as you have a W.P) I checked with a GW guy, why wouldn't you be able to? It says they count as Core instead of rare. The problem with your list is that the Priests prayers will never go off as you have no other magic unit in the army, drop a priest and take a wizard with a bound item or better still, do that and make one W.P an archlector on a war alter. Knights are good but I might be tempted to take one unit of Outriders instead, for the extra shooting and the fast cav. Also your crazed lunitics have no armour, so maybe take a cheep shooting wall or some skirmishers to try to shelter them.
Yeah, the army book says you may include one unit of flagellants as a core choice...I don't see anything in the book making flagellants a 0-2 unit. Seems perfectly legal to me to be able to take 3.
Just my observation
My 40K Armies:
- Thousand Sons
- Mordian Imperial Guard
- Dark Eldar
My Fantasy Armies:
- Lhamian Vampire Counts
why would they even bother adding that side note if you werent allowed to take more than one.
I agree that you can take 3 not 2. On the subject, i think that all you neeed is a army with high hit precentage of shooting, to totally get destroyed. I have shot out whole units of slayers in one turn and their toughness 4 (25 of them) with wood elves .....I think that an mage lord would be cool, much better than a general because magic would also be your bane. I think that maybe skirmish screens might e good to, but that would only be for protection of those crazy sigmarites. I think its worth a try, but you might want to wait for the summer, because ive heard multiple rumors about plastic flaggalants.
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185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
PLAN CLAN MAN!!
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I forgot to say that i was making this list to fight chaos, but i took the advice and got a level 4 and 2 level 2 mages on the table and the two level 2's rolled unseen lurker in shadow magic. Lets just say that 5 chosen khorne knights were no match for 27 flaggies, i lost 3 from martyrs. One unit absorbed wounds the whole game and one got completely surrounded and still won! well they where surrounded by maurder horsemen and 2 trolls.
I ended up losing cause of table quarters =(