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I was just looking through the hordes book, starting to write a marauder army list and had a thought - what is the ideal unit size for a unit of marauders? I mean a unit of 40 marauders with shields, light armour and full command is only 305 points.
Then I thought that, instead of having chaos warriors in an army, perhaps a unit of, say, 25 marauders with great weapons, light armour and shields (for a bit of extra protection from archers etc.) could do the job just as well for a lot less points. Personally I haven't ever considered creating a marauder army because chaos warrior models look much cooler, but the more I think about it the more it makes sense. After all, 9 points per model for shields, light armour AND great weapons isn't too shabby.
Just wondered if anyone had any thoughts on this - is it even worth taking more than one unit of chaos warriors in a chaos army (if it's worth taking any at all) when marauders are this good, especially when they can be backed up with marauder horsemen and some warhounds?
May seem like a silly question (which may have been answered without me realising!) but I was just wondering. Any feedback would be much appreciated.
I like your thinking, marauders seem like a sound choice.
Just don't forget that although chaos warriors are more expensive...they have got GOOD armour.
Chaos warriors are about as good as marauders overall. You always want a good balance between the two, I say.
Marauders field nicely in 24 units, 25 of course if it's Archaon's Horde. I don't personally use heavy marauders (like yours). I like either flails and nothing else for cheap shock troops, or armour and shields for armour.
i really found that mauraders are worthless as a mainstay unit. they need a character in them to even do anything, and then they only become average with other units. I can only see then as flanking units.
I wouldn't agree that they are worthless and only useable as flanking units. With a WS of 4 they are definitely a decent fighting unit, and bringing them up to S5 with great weapons gives them some real fighting power. I agree that if they are charged by a strong unit then they aren't as good at resisting that as a unit of chaos warriors. However on the charge with great weapons we're talking about 6 strength 5 attacks (with a champion) at WS4 (if the rows are 5 men across). Personally I think that's enough to hurt almost any enemy unit. If a unit of marauders can survive a round of combat, the chances are that some horsemen will be able to get a flank or rear charge against the unit they are fighting against. This should be enough to take even some of the stronger units in warhammer down.Originally Posted by laughingman
Don't get me wrong though, I'm not saying that Marauders are flawless by any means. I just think they give more bang for the buck than most other units.
A marauder with hand weapon and shield is effectively an empire swordsman, which everyone knows is a real pain in large numbers. The best part about marauders is that you are getting lots of static combat res for relatively cheap.
Now needless to say, empire swordsmen are usually backed up by shooting of some kind, while maruaders will be backed up by more potent combat troops. I don't think you would be able to have a list composed of entirely marauders, but they could certainly do well in large numbers.
The weakness of chaos warriors is their point cost, and lack of numbers. They are easily flanked, and here is where marauders come in. They fill in those gaps in your battle line, and hold flanks down. Your chaos warriors will beat just about any other infantry unit in the game in a 1-on-1 match, but as soon as they get hit in the side, they will break very quickly. They also have a hard time overcoming units with high static combat res. Marauders solve both these issues by protecting flanks, and charging flanks.
Statistically, if you have a unit of 16 chaos warriors charge a unit of empire spearmen, (assuming equal point costs), you only win by 1 or 2. Chances are with the general nearby, and the BSB or Imperial banner close at hand, they will not break. You are now about to get rammed in the flank by knights or greatswords. Now 2 units of marauders, (HW/shield), dual charging 1 in the front and 1 in the flank will statistically win by about 4 or 5. Now there's a much higher chance you have broken through that unit.
For the actual size of maruader units, it all depends on their mission in life. If they are going to be a block of static combat res to help hold the line, I'll give them HW/Shields and field them in blocks of 20 or 24/25. If they are going to be merely a flank charging unit, I'll have them go naked, or with great weapons, and only field units of 12. As long as they give me that flank bonus, and negate ranks, they have done their job.
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I really like the idea of flails for marauders, i didn't know you could give them flails. I'm thinking they might be worth a look
For only six points, marauders with flails make excellent shock troops.