Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
With hordes and big infantry blocks being pushed to the fore, they eyes fall on the humble marauder.
So, how do you field your marauders in 8th edition? What army setting do you have, how do they fit and what role do they fill?
I've been mostly thinking about marauders in two ways.
Standrad and Musician
Explanation: We need big blocks in our army because our warriors are so expensive. and because casualties are taken from the back of the unit, there isn't that much harm in having our guys strike last. Great weapons only cost 1 pts which makes them cheap and MoK let them strike lot's of times.
Hand weapon and Shield
Standrad and Musician
Explanation: Instead of dealing damage, this units job is to soak up damage and stay put. 8th edition rules let us take BOTH armour saves and Ward Saves. The Hand weapon and Shield combo grant a 6+ ward save that is in turn increased to a 5+ Ward save thanks to the MoT. So we have 6pt guys with 5+ plus 5+ save. This is very good and relatively cheap for what they do. They will be a cinderblock around which the warriors, Knights and horsemen will operate.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
To be honest this isn't a new thing. I've had big Stubborn (BotG) blocks of 30 Marauders with hand weapon and shield since 6th ED. They were there to soak charges and pin people in place while my Chariots, Marauder horsemen or Chosen got into place for a Flank charge.
Nobody Expects the plucky little fellows to take 20 kills from a rampaging Black Orc unit with Ironhide to hold them in place.
Changing their Mark from Slaanesh to Tzeentch sounds very interesting indeed. A 5+Ward sounds to good to give up and when you're buying it for 30 models it's not exactly an expensive upgrade.
Yeah, I don't think slaanesh is worth it anymore. If you're going khorne you don't care about fear anyways and if you're going tzeentch you don't care about killing, so what does slaanesh exactly give you?
I would throw a cheap exalted in there to give them some killing power. Maybe tzeentch/enchanted shield/talisman/sword of might. I'm sure we could optimize that more with the new common items.
US Master's Midwest Advisor.
Come join me at my GT this September www.brewfestgt.com
Gotta say, I haven't posted in a while but here's my nasty idea for my 8th edition list.
60 Marauders ( that's right, 60 )
Khorne (or the frenzy banner if you don't have a better place for it)
coming in at ~355 points
and here's the nastiest bit;
add in festus for a 5+ regen and poisoned attacks
Run em 10 wide and just laugh.
Wulfrick or a BSB optional to deal with enemy characters.
Last edited by phfhrockq; June 20th, 2010 at 20:31. Reason: that damn cyclops