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I don't like the marauder models but was considering starting hordes of chaos, and my question is if its possible to make a good chaos army without using any marauders.
Another thing I was curious of was which chaos army has the best knights.
Last, I wanted to know how much of a difference there is between magic in 40k compared to fantasy and same for Ld/pschology.
Thanks for any advice!
You can make a functional army without marauders but they certainly have their uses and are worth a look at. They are cheaper than warriors so make better flanking units and marauder horsemen are fast cavalry which are highly useful.
With regards to the knights it depends what you want from them, Slaanesh knights are immune to psycology, Nurgle knights cause fear, Tzeentch knights generate extra magic dice and Khorne knights are frenzied and generate dispel dice. They can all hold their own in a fight.
Helper monkey, bring me beer and donuts
My friend has an army without Marauders and he does just fine. Chosen chaos knights get an ward save so that can always help. I'm not so sure about about the other knights but Khorne knights are pretty bad to me and always beats up my units on the charge.
Well, I am just getting into fantasy and don't know what a ward save is, but I'm assuming it is something resembling a invulnerable save?
Anyways, thanks for the help and I will be going to my GW to buy some fantasy, so I will update everyone on what I get.
Some troops types and creatures are protected by armour more than mere physical amour. Models with a ward save represent magical or divine protection which can save a warrior when his armour would be of no other use at all. Unlike armour save, a ward is never modified by strengh modifiers, etc. EVen if a hit ignores armour saves, the model with a ward may still try to make its ward save as normal.Originally posted by zeroboardssk8er0@Mar 16 2005, 18:20
Well, I am just getting into fantasy and don't know what a ward save is, but I'm assuming it is something resembling a invulnerable save?[snapback]354402[/snapback]
Hope that helps
Originally posted by Magic69@Mar 16 2005, 18:17
My friend has an army without Marauders and he does just fine. Chosen chaos knights get an ward save so that can always help. I'm not so sure about about the other knights but Khorne knights are pretty bad to me and always beats up my units on the charge.[snapback]354400[/snapback]
Chosen knights do not get a ward save.......
Indeed they do not. They get chaos armour (boosting their armour save from 2+ to 1+) and an extra attack, but no ward save.
Anyway zeroboardssk8er0, to answer your other question;
Magic is a lot different to the psychic powers used in 40k. For starters, it actually has an effect on the game and is an intergral part of the rules and turn system. Anyway, short of printing the rules on this forum (which isn't allowed), you would need to get the Warhammer rulebook and read that. Don't worry though, the magic system isn't complicated and you'll get the hang of it after a few games.
With regards to marauders, I hate the models too but I wanted some in my army (and despite what some people say, they are good troops and have served well in my Tzeentchian army). So I used alternative models from another company. Depending on what you want, there's lots of manufacturers who make models of ancient warriors like vikings, greeks, romans and celts. Any of these could make excellent substitutes for marauder models (and are often cheaper too).
"Peace, through superior firepower."
Well, I have started my army and gone with Tzeentch.
I already own a champion, 12 chaos warriors, and 5 knights.
To add on to this army once I get in the higher point range I was considering using a unit of gors and ungors instead of marauders to boost numbers. So I was wondering what you all think about doing this.
So please post your opinion, whether positive or negative.
Beastmen are great, if a little fragile (no real armour ) and they're also special in a mortal army so you won't be able to take too many of them. I usually have a unit of 12 gor/8 ungor and they work quite well. Being semi-skirmishers is brilliant! They get to move wherever they like (at M 10!, charge in any direction, harder to hit when being shot at and still get a rank bonus!
"Peace, through superior firepower."