07-29-2010, 05:23 AM
So I've been writing myself up an army list for the new edition with Dogs of War, and I've come to a very distinct problem when it comes to the use of Norse Marauders in the newest edition.
In the past, I have always used marauders as a rank and file, combat res. generating unit. Sounds strange, I know. I used to use Empire Swordsmen as their models, equipping them with only their hand weapons and shields. Fluffwise, I always thought of them as impetuous young warriors out to prove themselves in battle, skilled but reckless, much like the Knights-Errant from Brettonia (or whichever units of theirs sometimes charge on their own).
In 7th, I merely screened them with fast cav or with skirmishers to essentially cage them until I was ready to let them charge. In combat, their 4+ save with HW+Shield gave them reasonable protection and Frenzy meant they were dealing out a respectable amount of wounds for a human combat res. unit with full command.
In 8th, this is pretty much scrapped. Charge ranges are utterly random, meaning screening is really only viable for blocking ranged attacks. Frenzy will trigger anytime within 16 inches, likely leading to many failed charges against a skilled opponent. And any unit you use to 'cage' the Marauders is now susceptible to the longer charges of your opponent and probably will end up charged itself. So getting pulled into unfavourable combat is going to be inevitable.
Not only is the Parry bonus worse than it used to be, but units with Frenzy cannot even make use of it. Their ability to survive in prolonged combat swiftly diminished when combined with the new stepping up and supporting attacks. When played right, you could charge them in, taking in return only one or two casualties at most (from other regular infantry), then break and pursue your enemy after an assisted flank charge from even mere Duelists. In 8th, however, their T3 and 5+ AS will ensure a significant casualty rate from even two ranks of WS3 or 4 S3 infantry, nonetheless S4.
What good is a combat res. unit that loses a quarter of it's power capacity every time it enters combat?
Naturally, I began to consider alternate (and probably the most common) roles for my marauders. In 7th, Great Weapons were always a good choice. With a champion, you tossed 11 S5 hits out, which could end even a dragon, leaving basically no one to attack back. If you got charged, well, those were the risks of having Great Weapons. They shouldn't be getting charged.
In 8th, they took away the greatest advantage of Great Weapons - charging. Since it doesn't matter whether you charged or not, GW's strike last. No longer can you dish out a torrent of high strength attacks, leaving no survivors. These furious, frothing at the mouth warriors will charge their opponent, then pause and (In a posh British accent if possible) say "Excuse me, good sirs. Please, after you!" and let themselves get hewed down by Goblin Spearmen before raising an arm in protest.
So Flails, perhaps. Generally, you want to keep that S5 for as long as possible, but Marauders have a nice above average Initiative begging to be used by this new 100% Initiative based combat. Again, we run into another 8th Edition wrench ready to throw itself into our carefully laid out Marauder machinery. They somehow managed to make Initiative simultaneously important and worthless. You'll strike first and kill 7 or 8 guys, but they'll just jump right up and send a whole rank of your Marauders to an early grave. The situation is not that different from using GW's.
So here I am at one possibility. If I still want to use them for anything other than small units of harassers, they pretty much half to be run as a large block equipped with Flails. I think the Flails have an edge vs GW's as GW's are going to be highly susceptible to flank charges by skirmishers or cavalry. With GW's, the Marauders will still kill them, but they'll be murdered in return. With Flails, provided there are only about 10 men in the attacking unit, you'll strike hopefully first with their Initiative and leave no attacks back.
I just cannot see a way to field these guys without them losing nearly a quarter (or more!) of their strength every time they get into a combat, short of some fancy magicking or just using plain overwhelming force. Must we resign ourselves to using Marauders as simple leg-borne one-shot ballistic missiles, annihilating the enemy with a charge once then being useless for the rest of the game? Any ideas from veteran mercenary generals here?
tl;dr version:
I can't figure out how to use Norse Marauders in 8th. How would you do it?
In the past, I have always used marauders as a rank and file, combat res. generating unit. Sounds strange, I know. I used to use Empire Swordsmen as their models, equipping them with only their hand weapons and shields. Fluffwise, I always thought of them as impetuous young warriors out to prove themselves in battle, skilled but reckless, much like the Knights-Errant from Brettonia (or whichever units of theirs sometimes charge on their own).
In 7th, I merely screened them with fast cav or with skirmishers to essentially cage them until I was ready to let them charge. In combat, their 4+ save with HW+Shield gave them reasonable protection and Frenzy meant they were dealing out a respectable amount of wounds for a human combat res. unit with full command.
In 8th, this is pretty much scrapped. Charge ranges are utterly random, meaning screening is really only viable for blocking ranged attacks. Frenzy will trigger anytime within 16 inches, likely leading to many failed charges against a skilled opponent. And any unit you use to 'cage' the Marauders is now susceptible to the longer charges of your opponent and probably will end up charged itself. So getting pulled into unfavourable combat is going to be inevitable.
Not only is the Parry bonus worse than it used to be, but units with Frenzy cannot even make use of it. Their ability to survive in prolonged combat swiftly diminished when combined with the new stepping up and supporting attacks. When played right, you could charge them in, taking in return only one or two casualties at most (from other regular infantry), then break and pursue your enemy after an assisted flank charge from even mere Duelists. In 8th, however, their T3 and 5+ AS will ensure a significant casualty rate from even two ranks of WS3 or 4 S3 infantry, nonetheless S4.
What good is a combat res. unit that loses a quarter of it's power capacity every time it enters combat?
Naturally, I began to consider alternate (and probably the most common) roles for my marauders. In 7th, Great Weapons were always a good choice. With a champion, you tossed 11 S5 hits out, which could end even a dragon, leaving basically no one to attack back. If you got charged, well, those were the risks of having Great Weapons. They shouldn't be getting charged.
In 8th, they took away the greatest advantage of Great Weapons - charging. Since it doesn't matter whether you charged or not, GW's strike last. No longer can you dish out a torrent of high strength attacks, leaving no survivors. These furious, frothing at the mouth warriors will charge their opponent, then pause and (In a posh British accent if possible) say "Excuse me, good sirs. Please, after you!" and let themselves get hewed down by Goblin Spearmen before raising an arm in protest.
So Flails, perhaps. Generally, you want to keep that S5 for as long as possible, but Marauders have a nice above average Initiative begging to be used by this new 100% Initiative based combat. Again, we run into another 8th Edition wrench ready to throw itself into our carefully laid out Marauder machinery. They somehow managed to make Initiative simultaneously important and worthless. You'll strike first and kill 7 or 8 guys, but they'll just jump right up and send a whole rank of your Marauders to an early grave. The situation is not that different from using GW's.
So here I am at one possibility. If I still want to use them for anything other than small units of harassers, they pretty much half to be run as a large block equipped with Flails. I think the Flails have an edge vs GW's as GW's are going to be highly susceptible to flank charges by skirmishers or cavalry. With GW's, the Marauders will still kill them, but they'll be murdered in return. With Flails, provided there are only about 10 men in the attacking unit, you'll strike hopefully first with their Initiative and leave no attacks back.
I just cannot see a way to field these guys without them losing nearly a quarter (or more!) of their strength every time they get into a combat, short of some fancy magicking or just using plain overwhelming force. Must we resign ourselves to using Marauders as simple leg-borne one-shot ballistic missiles, annihilating the enemy with a charge once then being useless for the rest of the game? Any ideas from veteran mercenary generals here?
tl;dr version:
I can't figure out how to use Norse Marauders in 8th. How would you do it?

