Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.
- ↑ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
- ↑ Very Fast: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
An essential high mobility utility unit for the otherwise sluggish Chaos roster. Use them to screen your flanks by harassing enemy cavalry and missile units. If the flanks are secure you can run them around to the enemy's rear to pressure them there. Send them in pursuit of routing enemies to keep them from rallying without displacing more important units. Be very careful about charging them into melee as are not great brawlers, isolated ranged units and artillery with poor melee stats are probably the only safe targets. Don't trade fire with missile infantry, hit and run and make false charges.
The Chaos and Norsca versions of this unit are identical outside of small upkeep and cost differences. The only substantial difference is that Norscan units have the rage ability.