I have done a post of an overall look at WoC units, and now in this new series I will go into more depth.
Against Empire Swordsmen: (both 10 by 4, Marauders with MoK)
Weapon | Hit | Wound | After Armour Saves | After Wards | Second Round |
Flail | 20 | 13.3 | 11.1 | 9.2 | 5.5 |
Great Weapon | 20 | 13.3 | 13.3 | 11.1 | 11.1 |
Hand weapon | 25 | 12.5 | 8.3 | 6.9 | 6.9 |
Swordsmen | 15 | 7.5 | 7.5 | 7.5 | 7.5 |
Example
Swordsmen kill 8. Marauders kill 11. 29 Swordsmen left. 32 Marauders Left
Swordsmen kill 7. Marauders kill 10. 22 Swordsmen left. 25 Marauders Left
Swordsmen kill 6. Marauders kill 8. 14 Swordsmen left. 19 Marauders left.
Swordsmen kill 4. Marauders kill 7. 7 Swordsmen left. 15 Marauders left.
Swordsmen kill 2. Marauders kill 6. 0 Swordsmen left. 13 Marauders left.
So we see that GW are the best options against Swordsmen, and would beat them narrowly in combat. However in a real game, the swordsmen would have a large detachment to charge into your flank.
So the Best weapon to give them is Great swords. With GS marauders cost 6p. Light armour costs 1pt. This makes it indifferent whether to take armour or not. However their are so many ap and S4 opponents out their that you would always take more bodies over armour.
The other way to take Marauders is many units of 20. The idea with these is to take a lot of units and use them to flank charge opponents to break steadfast. The enemy will need to invest a lot of shooting to kill 20 Marauders. Arm them with flails and no mark. A unit like this will cost 100p plus command. They hit an opponent in the flanks hard, the Warriors who have charged the front will slaughter a lot, you will win the combat and the enemy will flee. Arm them with flails, as over 2 turns they do more damage than hand weapons.
The purpose marauders serve are to break steadfast and grind down enemy elites. I do not take them in my armies, as Hellcannons do that job for me, but when you are not spamming hellcannons, marauders are a must have.
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