Getting started with Marauders in Firefight: Second Edition
19th Apr 2022
Rob Burman
One thing we often get asked when launching a new game is “where do I start?” or “what units should I take?”. So, with the release of Firefight: Second Edition, we’ve asked the greatest minds on the planet (aka, the Firefight rules committee) to come up with some suggestions for building your force, based on a 1,000pt list and using the Strike Force set. Today, Mark Robinson looks at the Marauders.
COMMAND
BRAWLER CAPTAIN WITH RIPPER TALONS + 2X BRAWLERS WITH RIPPER TALONS (64PTS)
Cheap command choice, and his Hrunka Attack order gives a nice buff to all your nearby units when they get into combat… which, when you play Marauders, you’ll want to do, a lot! Get him in the thick of things asap and watch him hack up the opposition.
RIPPER WARLORD + 2X RIPPER MAULERS (160PTS)
It’s fun to rip stuff apart in hand-to-hand combat… so here’s another unit that does it with aplomb! The 2 black command dice are necessary as you need those CPs, but the real bonus here is the Command Order. Being able to unpin a unit so they can charge can be a gamechanger!
TROOPS
10 X MARAUDER COMMANDOS (110PTS)
Commandos are the backbone of your army. All three Faction Orders can be very useful when issued on a full unit of these guys, but Every Penny Counts can be a very efficient use of 1CP because you get 40 Blaze Away shots out of it.
10 X MARAUDER COMMANDOS + 1X MISSILE LAUNCHER (130PTS)
As above, but with a cheeky little AP2 missile in there. Useful for taking out the odd Strider.
6 X MARAUDER BRAWLERS, 5 WITH RIPPER TALONS (70PTS)
Incredible amount of assault dice for a Troop choice this size. If you can pull off an Assault whilst in range of a command unit, then use the No Questions Asked order to evaporate any lightly armoured unit that gets in your way. Get them up the table as quickly as possible to start causing havoc.
MULE (40PTS)
Need a way to get the Brawlers safely into combat? The Mule is your friend.
SPECIALISTS
RAINMAKERS (135PTS)
Give covering fire to all those punchy units with a plethora of different guns. The Targeting Systems keyword on each model, rather than a specific weapon, make this unit a real utility piece because you can target more than one enemy.
MARAUDER WEAPONS TEAMS (80PTS)
Some much needed Anti-Aircraft support. And when I say some, I mean potentially a lot!! If the dice are in your favour then you could be pumping out a total of 16 AP2 hits for just 80 points!
SKYSCRAPERS (60PTS)
With the Aerial Deployment special rule, a 15” Sprint and a unit strength of 2, these guys are very mobile and can be great objective takers. Plus, they pack enough of a punch to finish off a unit where needed, and with 2HPs each, plus Resilient, they can take a hit too.
SUPPORT
HULK (65PTS)
Big dude, big gun. Has a 36” range, a 4+ Shooting stat and his HEW cannon is AP5! He really hurts whatever he hits. Your best option for some cheap, reliable Anti-tank.
TAD-65 HORNET DROPSHIP (80PTS)
Can be used to deploy one of your Commando units to the perfect firing lane on the board if you want. Alternatively, annoy your opponent by plinking off wounds with your rotary cannon as you coast around the battlefield using the Height 6 to your advantage.
TOTAL POINTS: 994PTS