So I come to the unit that everyone talks about. Hordes of 40 are the death of warseer level gamers. Arguably under priced and ultimately devastating if they get to combat untouched.
8/10
+Cheap
+ Access to Marks
+Many weapon options
- Nothing that's not made up for by price
However you take them, make sure they are itp. MoS for disposable units or MoK for hordes. Here are three common ways to take them.
1. Horde, MoS, with watchtower and crown of command.
2. Horde, Flails/GW, MoK
3. Small unit MoS
#1 is extremely good, in a well supported list. Stelek has an example of such a list. Flails on these.
#2 can be taken in most builds, just don't go to small or large. I still haven't figured out the optimum number. Remember for these to work you need target saturation. I consider Flails the best, as you want to strike before a lot of things with "optimum" sized units. If you play like you should, combat should only last one round.
#3. Sure good thing if you have heaps of the. Around 20 is optimum, as the opponent needs to invest a lot of shooting their way to break steadfast. Charge a couple of these at an enemy unit and watch it fold. Again flails, as you don't have enough bodies.
With all, dont bother with armour, as many enemies pierce it, and it is more efficient to have more bodies than a 6+ save. Marauders main weakness really is that they die like anything else to flank charges, magic war machines and certain elites.
8/10
+Cheap
+ Access to Marks
+Many weapon options
- Nothing that's not made up for by price
However you take them, make sure they are itp. MoS for disposable units or MoK for hordes. Here are three common ways to take them.
1. Horde, MoS, with watchtower and crown of command.
2. Horde, Flails/GW, MoK
3. Small unit MoS
#1 is extremely good, in a well supported list. Stelek has an example of such a list. Flails on these.
#2 can be taken in most builds, just don't go to small or large. I still haven't figured out the optimum number. Remember for these to work you need target saturation. I consider Flails the best, as you want to strike before a lot of things with "optimum" sized units. If you play like you should, combat should only last one round.
#3. Sure good thing if you have heaps of the. Around 20 is optimum, as the opponent needs to invest a lot of shooting their way to break steadfast. Charge a couple of these at an enemy unit and watch it fold. Again flails, as you don't have enough bodies.
With all, dont bother with armour, as many enemies pierce it, and it is more efficient to have more bodies than a 6+ save. Marauders main weakness really is that they die like anything else to flank charges, magic war machines and certain elites.
No comments:
Post a Comment