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OK, so most of us have come to know that the 50 horde formation with Khorne/GW's is pretty damn awesome - but I've been recently thinking of Marauders in the more tactical sense - ie. flank charging to deny ranks, smaller units making opponents waste magic/shooting on them, and especially exploiting the I.4/Flail attack, which is more exciting than Always Strikes Last great weapons.
Thus I've come up with two modest formations that I think might work:
Small but effective: 132 points
18 Marauders [6x3]
This is a neat little unit with good frontage, and acceptable to lose to magic/shooting.
Minisquad: 50 points
10 marauders [5x2]
Units like this could be good for screening/baiting charges, and do just as well as hounds, since they have more wounds for the price and never panic. Another option is to have them as a Mage-bunker.
Last edited by Antithesis; September 18th, 2011 at 14:32.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
The mini squad seems like a good little squad if you ask me, the only problem is they're not very tough so you will wind up dwindling down in numbers fast. I guess that doesn't matter really though, they're there to die and deflect anyway. No speed though, which means they get pounded on for a long time.
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I just bought my wife a mini-van, the gods of Chaos have nothing on reality.
Those are both good units. The mini squad is handy for hiding a sorcerer in to keep him safe from Cannons or some such. However it will depend on Lore he is using. If your Sorcerer has lots of line of sight spells hiding at the back wouldn't be good idea. The only thing I' change on that unit you have there is to give them flails so, if anyone does charge them then they will get some pain for their troubles.
I'm planning on using both of those in my 1000pt Slaanesh army.
Otherwise I have 2 Marauder blocks both 36 strong in a 6x6 formation. That's a fair few ranks to beat the enemies steadfast and 12 attacks at WS4 and at str5 is not shoddy either. I grab Tzeentch as a 6+ Ward save is just too good to pass up for the points and it tends to piss a lot of people off
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I've been thinking of throwing MoT on my marauders for a while now, a lot of people suggest it's a good way to run a big unit of 40-50 gw marauders. I don't really see why though? Does the ward make them so much harder to kill? and If I'm doing less attacks back wouldn't I be better off taking Khorne? Can someone shed some light onto the tzeentch>Khorne argument? Oh and how would you then run that formation?
I think It comes down to personal preference. Personally I don't like paying the 30pts for Khorne when he can up and leave you, Tzeentch will stay with you for good or bad.
It also depends on how you use your Marauders. I use mine as tar pits so they have a narrow-ish frontage and lots a ranks, so this makes MoK pretty expensive for 5 or 6 extra attacks. Where as the Mark of Tzeentch will keep the unit alive that little bit longer and keep them tar-pitting my opponent until I can move my hammers into place.
When you smash a horde into another though the extra 10 or so attacks Khorne gives you is going to be worth the upgrade.
if ur running 50 marauders with great weapons in horde formation then either khorne or slannesh is really the best option maybe nurgle to help with light missile fire however tzeentch would be rather useless on them
the only time tzeentch is usefull is when u have shields on them for the 5+ parry in which case u go 5 wide and as deep as possible and this formation is only used to deny steadfast
I see, I haven't had super great success with marauders as a hammer with mark of khorne and GW. I know it sounds weird, but they usually get shot to pieces before I can get into combat, and by that point they aren't doing too much. I like the idea of using them as a tar pit though, maybe 6x8 with MoT and GW?...uhm......what's the best set up for a tar pit unit? haha
5 wide and very deep with shields and tzeencth is the best tar pit, maybe light armour too but then it becomes very expensive
for about 6pts/model once mark and command are taken u get a WS4, T3 model with a 5+/5+ in combat
not bad at all
Light armour is never worth it on Marauders. In a unit of 30 or so those points soon add up and you could have bought another rank or two with those points. Which obviously keeps the unit alive for longer and keeps them steadfast for longer.
Plus there is SO much stuff out there with Armour piercing or high strength that +1 Save is pretty much useless when it means you only have a 5+ anyway.