Marauder Infantry Performance
This little script compares how well the different equipment combos for marauders work out on average.
- hw - Hand weapon
- fl - Flail
- gw - Great weapon
- la - Light armour
- sh - Shield
Note that there are eight different combos a unit of Marauders can fight with (hw / hw+sh / fl / gw, all with or without light armour), which is a bit too many and a few of them aren't really interesting anyway, thus I have listed only three. The three most common loadouts are probably gw / fl and hw+la+sh. Of these, flails work exactly like great weapons in the first round of combat, and exactly like hand weapons (only) in later rounds of combat. So if you want to compare great weapons and flails, remember this:
- In the first round of combat, they are equal
- In later rounds of combat, if the enemy strikes before the guys with flails, great weapons are better.
- In later rounds of combat, if the enemy strikes after the guys with great weapons, great weapons are better.
Thus the only interesting case is in later rounds of combat when the enemy strikes after the guys with flails and before the guys with great weapons as in any other case great weapons are flat out better. You can examine this case by looking at hand weapons (since flails work like hand weapons in later rounds) under 'Your guys striking first' and comparing them with great weapons under 'Your guys striking last'.