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 Post subject: Marauders, to Flail or not to Flail?
PostPosted: Thu Jun 18, 2009 4:03 am 
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Peasant

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Hey there, I'm new to WHF and started off with WoC.
My question is would it be better to equip my Marauders with flails or hand weapon/shields? It's a unit of twenty if that makes a difference.
No I know a few people are going to ask how I plan to use them, but frankly being so new...I have no idea just yet.
Also I saw an earlier post, similar to this one but it was for Marauder horsemen and I wasn't sure that the advice would be the same.
Any info would be helpful.
Cheers


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PostPosted: Thu Jun 18, 2009 4:13 am 
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Field Marshall
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I believe I posted in the other post your talking about and my answer stands Here it does there,That many troops are going to have plenty of staying power,so Flails are an excellent choice to weed down the enemy down before they can fight back.

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PostPosted: Thu Jun 18, 2009 8:34 am 
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Militiaman
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Personally I am torn on the use of Flails. Marauders are never going to be the 'impact' unit in your army they are there to bulk out and support the smaller, harder elements.

If you intend to use your marauders to hold the opponent whilst your knights, chosen, warriors etc do the killing then hand weapons and shields is the way to go.

If you want the Marauders to back up the other units with flank charges etc then go with the flails. But in this case I would go for smaller, more manueverable units.

Alternatively you can use the flail hafts and hand weapon heads to create a regiment with great weapons - same sort of idea to the flails.

For a Regiment of 20 I would say go for the hand weapons and shileds.

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PostPosted: Thu Jun 18, 2009 11:42 am 
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I'm going to knock up another vote for flails. Sure HW + Sh is going to boost your armour save, but the point of Marauders is that they are cheap and (relatively) expendable. Flails give you +1 in the first round of combat, so even if you get charged you strike back at str4 if you're alive. Unless you fork out for Light armour then the hand weapon option is only giving you a 5+ save.

If you want to give your unit a save consider the Mark of Tzeentch, it's only 20pts for the whole unit and a 6+ ward save isn't affected by str or Armour Piercing. The Mark is even more of a bargain the larger your unit is.

So I'd recommend flails, you still get that +1 if you charge and you should have lots of support around them, even if it's just a unit of warhounds.

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 Post subject: Re: Marauders, to Flail or not to Flail?
PostPosted: Thu Sep 03, 2009 2:14 am 
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A unit of Marauders so big are best used for out-numbering and defensive purposes and as such I would always equip that unit with HW + Shields + LA for that nice 4+ AS in combat.

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 Post subject: Re: Marauders, to Flail or not to Flail?
PostPosted: Thu Sep 03, 2009 9:18 pm 
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I always run Flails. I also be running when I get around to building them... Marauder Horsemen, Mark of Khorne and Flails = Cheap Knights

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 Post subject: Re: Marauders, to Flail or not to Flail?
PostPosted: Fri Sep 04, 2009 1:17 pm 
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Militiaman
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I agree on the Marauder horse with MoK and flails. For the cost they hit ridiculously hard. The only downside is they are a little soft due to the lack of armour. But when you are paying the price they are you could field 2 or even 3 regiments of 5 for the cost of one Knight regiment.

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 Post subject: Re: Marauders, to Flail or not to Flail?
PostPosted: Fri Sep 04, 2009 1:20 pm 
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I don't like MoK on Horsemen, they are my flanking units (supposedly) to back up my Knight blocks and having them Frenzied makes them very easy for the opponent to force into a bad situation, for instance, being forced to charge a big tarpit unit like Zombies. Yeah you've got a lot of high S attacks to start with but you're not going to be breaking that unit and if you get pulled in by a unit with a decent AS then you're going to be taking a load of wounds in return.

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 Post subject: Re: Marauders, to Flail or not to Flail?
PostPosted: Fri Sep 04, 2009 10:09 pm 
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L, D & P wrote:
I agree on the Marauder horse with MoK and flails. For the cost they hit ridiculously hard. The only downside is they are a little soft due to the lack of armour. But when you are paying the price they are you could field 2 or even 3 regiments of 5 for the cost of one Knight regiment.


Problem is, one frenzied unit is much much easier to control than four.

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