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post #1 of 24 (permalink) Old 04-09-11, 05:38 AM Thread Starter
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Default Chaos Marauder Horseman

I just picked up my first box of fantasy - getting the Marauder Horseman as their will definitely be used in my WoC army, and they were the cheapest money wise

I don't have an army book yet, but from what I've read, its best to give them the MoK and spears as WoC tend not to have much ranged attacks. I plan to have 10 of them, 5 with spears, and a full command.

What does a full command consists of? A musician, a standard bearer, and what else should I have? Haha, I should probobly pick up an army book asap, but I'm in the process of building the command for my unit and have no idea what to arm them with gear-wise haha.

Thanks for any feedback/advice!

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post #2 of 24 (permalink) Old 04-09-11, 07:36 AM
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Full command is a banner, musician and a champion... if you are using units of 5 then I wouldn't bother with more then the musician. I dont know why anyone would take units of 10+ but if you do thats when the baner/champ might become more important.

As for weapons, I think I would give them spears and throwing axes, though I seem to remember flails are an option, and if so thats fairly nice (though it depends on how many points they are)... basically you need the book to see the costs, know what role you want them to do (they wont be frontline, but can quickly flank the enemy and kill small units/warmachines) and how expensive you're willing for them to be (I would tend to try to keep them cheap).

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post #3 of 24 (permalink) Old 04-09-11, 07:42 AM Thread Starter
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Awesome thanks, yeah I decided it would be dumb to buy anything else without first having an army book, ordered one online and it should be here by Tuesday. I will have to check out how many uits have the option of ranged attack, while flails may be nice, I'm thinking spears/throwing axes would be best if most units lack the ability to have ranged attacks.

So I shouldn't take a 10-man unit of marauder horseman? Like I said, completely new to fantasy, and I haven't been able to find a good 2,500 point list (that fits what I want to do - Khorne heavy)

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post #4 of 24 (permalink) Old 04-09-11, 07:42 AM
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Most of the chaos armies I face just use mok and flail in 5 man groups as handgrenade units( they ride up and go off causing maximum damage then they're done)
If you want a command then as said standard, musician are easy to represent champions either arm them differently to show they're there and try to use the most impressive head so they stand out.

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post #5 of 24 (permalink) Old 04-09-11, 07:53 AM Thread Starter
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How effective were they when you played against them used with flails and MoK?


Nevermind, fuck the flails, none of the arms will match up, and I got frustrated and threw all the flails in the garbage...haha. Decided to run spears and throwing axes with a musician and a champion, going to have 2X5 Marauders instead of 1x10 with full command.


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post #6 of 24 (permalink) Old 04-09-11, 08:12 PM
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Other than the Hellcannon, Marauder Horsemen are the only unit in WoC that have any ranged attacks at all (unless you count breath weapons, which are pretty rare). I like to give them light armor and throwing axes or throwing spears and use them as harrying units in my Slaanesh army.

If you're going Khorne, Flails are your best bet, or light armor+shield+spears, but not throwing spears or axes. With Frenzy, you won't get to shoot very often, and don't get most of the benefits of Light Cavalry anyway. Also the Champion's extra attack is really not worth the points when you are already getting the extra attacks for the Frenzy.

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post #7 of 24 (permalink) Old 04-09-11, 11:08 PM Thread Starter
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Alright, I'll go with the spears and sheilds then, the flails got to frusterating to build lol.

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post #8 of 24 (permalink) Old 04-10-11, 03:15 AM
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I always found the ranged attack potential the marauder horsemen have to be sort of a moot point. They're pretty much it in the army, and they're not particularly good-- why bother trying to make up for a weakness when you can play further to the army's strengths?

With that in mind, I like flails on marauder horsemen. Doesn't matter what mark they have-- they're cheap, they're quick, and they're WS4 and S5. They're great for sticking a big horde in the flank so your Warriors can break through and move on to the next target. Really, it's the only way I like running Marauders-- while Marauders on foot are a great buy, I've found they still end up outclassed by other light infantry just because you can't get as many in base due to their 25mm base size. If they were on 20mm bases, they'd be a lot better, I think. Since they're on the same base size as Warriors, and one Warrior is more than three times better than three marauders (which cost the same when armed with a flail, great weapon, etc), I've found I just get a lot more mileage out of units of 14-19 Warriors lead by a hero instead of the gigantic mobs of northmen.

Anyway, the Marauders can also go hunt down wizards and war machines the way warhounds used to be able to. Five Warhounds aren't an effective screen or quick hunting unit the way they used to be, but you still need something to go deal with bolt throwers and cannons as fast as possible. The horsemen can do that and then turn back around and continue to support the rest of the army, where a sufficient unit of warhounds gets depleted doing the same thing.

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post #9 of 24 (permalink) Old 04-10-11, 09:41 AM Thread Starter
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Would it be a mistake to run multiple squads of 5 Marauder Horseman instead of Marauders themselves? Save 4 or 5 squads of Marauder Horseman to tie up units and keep the ranged attacks off my Warriors, some with flails and MoK for mobs, others with weapons to go hunting?

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post #10 of 24 (permalink) Old 04-10-11, 11:47 AM
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Quote:
Originally Posted by Angelus Censura View Post
Would it be a mistake to run multiple squads of 5 Marauder Horseman instead of Marauders themselves? Save 4 or 5 squads of Marauder Horseman to tie up units and keep the ranged attacks off my Warriors, some with flails and MoK for mobs, others with weapons to go hunting?
In my experience 5-model Marauder Horsemen units are too fragile to keep an enemy unit tied up for more than one turn of CC. Although they often strike first thy do not kill enough models to avoid getting pasted by two ranks of return attacks. If your opponent's ranged units are small enough (or deployed thinly enough) not to have a second rank after you hit then they might do better.

I usually give MH throwing weapons but have never used them unless a Vanguard move gets me end on to the enemy lines and I have first turn; otherwise they do more damage in CC than at range.
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