68803
Post by: Thariinye
WIth the recent FAQ confirming the best for blastmasters on Noise Marines (1 at 5 men, 2 at 10 men), I'd thought we should take a new look at them as mainline troops for Chaos Space Marines. More specifically, at the possibilities of using them as Multiple Small Units.
5 Noise Marines with one blastmaster and absolutely nothing else runs relatively cheap -- while more expensive than say, the new Dark Angels Tacs with a Plasma Cannon, they have several advantages over them.
They're fearless, Initiative 5 dudes with a really awesome special weapon, perfect for destroying pesky marines cowering in ruins while maybe simultaneously cowering in ruins themselves. If we have some form of Slaanesh Lord, they are spam-able camping troops choices with significant shooting power.
I took a list to my FLGS today with 4 units of 5 in this manner, and they acquitted themselves quite well. I was able to largely outshoot and defeat a Dark Angels list with a bunch of tactical marines, albeit without the dakka banner. Wounding on 2's, no armor save, instant death is not good for power armored dudes.
So, are these guys now viable? What would you all think good ways to run them are? Many units of 5 with one blastmaster, no upgrades? Units of ten with two? Close-combat weapons instead of bolters, to ward off close-combat? Sonic Blasters? What could a good Slaanesh Lord to unlock them look like?
21789
Post by: calypso2ts
I am actually more inclined to run two large units of 10 with two blast masters.
The reason is you can put more bodies between the blastmasters and the enemy. It forces you to focus fire on one uni t- but you do that anyway and more importantly you get to shoot at the 'full density' unit before any casualties have thinned it out.
Finally, this unit wants to stay still most of the time, which makes the more backfield campers than anything else. Taken as Elites they offer an awful lot of fire support from a slot that is dedicated traditionally to assault oriented units. If you take them as troops, they can also camp backfield objectives.
In both scenarios I like what they bring.
Now onto the kit. I think you run these naked (other than blast masters) with bolters in the backfield.
if you want to bring Huron, then you infiltrate them up close and grab sonic weapons plus a Doom Siren for overwatch. In almost no case would I bother with an extra CC weapon - they are expensive enough and you can use other units to bail them out of CC if you need to and dropping down a doom siren template plus 30 sonic weapons shots from overwatch is pretty nasty assault deterrence.
9288
Post by: DevianID
I think the 5 man squads should still have sonic weapons. The blast master is heavy so you want to stay still on the primary mode, and the opportunity cost of sonic weapons on the rest of the 5 man is low enough that it only needs to be effective 1 game in 6 to earn its points back.
While 10 man squads are nice, I feel torn suggesting a non-HQ lead squad of that size. 2 units cost a similiar amount to a single 10 man, but the 10 man has only half the grounding checks for example. The chaos book doesn't get real force multipliers on a single unit, so its not like you can prescience a big squad and make more guys reroll misses. In fact, I believe the slaneesh power that buffs sonic weapons applies to all units that shoot at them, right? So again no penalty on 5 man versus 10 man, and advantages to the 5 man in scoring units and grounding checks and less chance for over kill.
66680
Post by: dhockey11
I am torn on this subject, so I will be trying both as soon as I can. And ordering more upgrade kits. For the MSU version is it worth putting a powersword or lc on the champ? Id say it isnt for a 5 man squad, although for a 10 man squad I have been. Thoughts?
8520
Post by: Leth
In rhinos? Naked with two blastmasters
Otherwise smaller units outside.
68803
Post by: Thariinye
The reason is you can put more bodies between the blastmasters and the enemy
Yeah, there is that. I guess one more response to that could be: do we want to spend that many points for a unit that will only get to camp one objective? Unfortunately, we don't get combat squads, or I'd say definitely go for 10 with 2 to split them up. Maybe a variety, a big squad or two and then some small sqauds.
if you want to bring Huron, then you infiltrate them up close and grab sonic weapons plus a Doom Siren for overwatch.
That's actually really nice. As you said, overwatch with 30ish shots and a doom siren should prevent most enemies from entering close combat; we do lose any benefit of their Initiative 5, but the dakka and doom siren are quite deadly.
I think the 5 man squads should still have sonic weapons.
The sonic weapons do provide a lot of firepower up to 24 inches away, however the blastmaster's got a 48" range -- if we're using the blastmaster as long range firepower while attempting to stay out of the line of fire, then there's not going to be that much opportunity to use the sonic weapons, and then they're just more points that go unused. You do have a point, in that 4 sonic weapons is not many, and the extra firepower within 24" can be useful, I'm just not yet convinced that they'll be able to use it enough to become effective.
For the MSU version is it worth putting a powersword or lc on the champ? Id say it isnt for a 5 man squad, although for a 10 man squad I have been. Thoughts?
That sounds about right; MSU isn't really going to hold up in any serious close combat, although the lightning claw could win in a challenge against random sergeants. To me, it now feels more likely that they'll get shot off the field before getting hit in close combat, and then we just want cheap bodies to protect the blast masters. If we intend to move up close to the enemy, I might actually go for the doom siren instead of a power weapon if we want to keep the champ's upgrades to a minimum. Giving the champion a doom siren and a power weapon (or two, if we want twin lightning claws) is a lot of points in a single one wound marine model, even at Init 5). AP3 Flamer templates, as we've seen demonstrated by the heldrake and the burning brand, are deadly at range, and good at stopping assault.
In rhinos? Naked with two blastmasters
Oh that sounds nasty. Would you want to keep the rhino back and have it be a double-shot CSM razorback, or move up so that when the rhino is inevitably destroyed, the marines can still go for forward objectives?
66704
Post by: Exalbaru
I like the idea of the rhino alot, never considered it before. I would personally move it up and when it inevitably gets blown up. (after blast mastering some stuff) then moving to a forward objective and holding it.
7637
Post by: Sasori
It's a real consideration now. 10 Man squad with two Blastmasters and perhaps IoE in the back, and then 5 Men with Blastmasters, and probably the Doomsiren.
No reason not to give it a shot. I don't think they will overtake Plague Marines as a Mainstay troop, though it's worth playing at least for a few games!
34328
Post by: l0k1
Being a fan of Noise Marines and Emporer's Children, I want to like this change, but 30pts for the upgrade is way more than I'd like to pay.
53223
Post by: Crimson-King2120
twin 10 man squads with 2 blastmasters 7 sonic blasters then 2-3 5 man quads with just a blastmaster throw in a biomancy sorceror and suddenly those 10 man squads can move and shoot at full range thats 42 sr4 ap5 shots that deny cover and 6 str8 Ap3 blasts that ignore cover and thats per turn abosolutely brutal :-)
9288
Post by: DevianID
Thariinye, I believe you won't use the sonic weapons on a 5 man squad often, but consider the times when you will. The enemy will be closing in on you within 24 inches with something fast enough to not have been killed by your ranged firepower. No scatter termies, flying mcs, infiltrating short ranged squads ( Huron was already mentioned, shrike exists still, gene stealers) and all 12 inch movers. In all these times, the extra shots help negate the turns lost to enemy mobility.
25208
Post by: AlmightyWalrus
l0k1 wrote:Being a fan of Noise Marines and Emporer's Children, I want to like this change, but 30pts for the upgrade is way more than I'd like to pay.
30 points is too much for a Battlecannon with Ignores Cover??
53223
Post by: Crimson-King2120
AlmightyWalrus wrote: l0k1 wrote:Being a fan of Noise Marines and Emporer's Children, I want to like this change, but 30pts for the upgrade is way more than I'd like to pay.
30 points is too much for a Battlecannon with Ignores Cover??
not quite a battlecannon but close enough. Im happy to pay 30 points 4 or 5 of these per army makes space marine players cry
7637
Post by: Sasori
Crimson-King2120 wrote:twin 10 man squads with 2 blastmasters 7 sonic blasters then 2-3 5 man quads with just a blastmaster throw in a biomancy sorceror and suddenly those 10 man squads can move and shoot at full range thats 42 sr4 ap5 shots that deny cover and 6 str8 Ap3 blasts that ignore cover and thats per turn abosolutely brutal :-)
I'd probably keep the Sonics off the 10 Man backfield squads, I don't think you would get to use them that often. With a ML 3 Biomancy Sorcerer, with no Mark, you still only have a 50% of rolling that power though.
53223
Post by: Crimson-King2120
so far ive nailed that power but thats more luck than anything else but in those games i had them behind a meatwall of cultists and man was it brutal
34328
Post by: l0k1
Crimson-King2120 wrote: AlmightyWalrus wrote: l0k1 wrote:Being a fan of Noise Marines and Emporer's Children, I want to like this change, but 30pts for the upgrade is way more than I'd like to pay.
30 points is too much for a Battlecannon with Ignores Cover??
not quite a battlecannon but close enough. Im happy to pay 30 points 4 or 5 of these per army makes space marine players cry
For some reason I keep thinking of them as missile launchers lol.
But my problem is trying to make the unit killy and durable without paying tons of points, but being able to fit 2 blastmasters in a 10 man squad will help.
I'd have to say 2 blastmasters, 7 sonic blasters with a champ in a rhino would be the best load out for moving upfield and camping in cover while laying down lots of shots. A case can be made for adding the Icon, but that would depend on points and if they are camping backfield.
I'd also be tempted to paint their rhino up like a boom box lol
68803
Post by: Thariinye
l0k1 wrote:
For some reason I keep thinking of them as missile launchers lol.
But my problem is trying to make the unit killy and durable without paying tons of points, but being able to fit 2 blastmasters in a 10 man squad will help.
I'd have to say 2 blastmasters, 7 sonic blasters with a champ in a rhino would be the best load out for moving upfield and camping in cover while laying down lots of shots. A case can be made for adding the Icon, but that would depend on points and if they are camping backfield.
I'd also be tempted to paint their rhino up like a boom box lol
Yeah, I'd say one of the trickier things is keeping them an effective force while also making them not a points sink; it seems like all the chaos troops start cheap, but then you add in the special weapons, the champ's weapons, the icon, and then they get expensive. Just for Noise Marines: Make them ten men, have two blastmasters, put them in a rhino, put sonic blasters on them, Ooh, maybe a doom siren would be nice, and an icon too, FnP is awesome! Suddenly we've wound up with a 10 man power armor unit with an armor 11 transport that costs 100 points more than a land raider.
Still, two almost battlecannons coming out of a rhino is silly awesome, and if they have the sonic blasters they can put out a lot of fire upfield. The power of weaponized dubstep/disco/techno/whatever music suits your fancy something that could complement most chaos lists. In this edition of high shooting, chaos space marines have a lot of stuff that can win in close combat (especially when everyone else is specializing away from it), but their shooting seemed to be a bit lackluster as a result. That's why I feel noise marines are excellent in the army, and yet am somewhat hesitant to have them up front. Their firepower is high-powered and long range, so them coupled with say, Nurgle Oblits and Heldrakes, could really win most shooting wars, especially if you manage to go first. Add a few fast in your face distraction units, like Nurgle Bikers, Maulerfiends, Juggernaut Lords, or Vindicators, and you keep enemy fire off of your own firepower until it's done its job.
53223
Post by: Crimson-King2120
Thats why i use a sorceror endurance gives FNP as well as relentless put a 30 man cultist shield in front of them then they have a 3+ save a 4+ cover save and FNP and if your sorceror happens to roll invisibillity that cover save becomes 2+ furthermore as your guns deny cover theres no penelty for shooting through the cultists :-)
52990
Post by: Mr. Voidness
In 6th ed you get only 5+ cover from intervening models
31962
Post by: lucasbuffalo
My kingdom to be able to combat squad them :/
58881
Post by: Filch
In my opinion, I think a squad of 10 men with 2 Blastmasters, Icon of Excess, and Rhino is the most durable, point effective, and reliable.
The trick I would use is moving rhino 6" and then disembarking the squad 6" into terrain with cover on the 1st turn. You effectively moved them 12" and you can still shoot some guns.
I forget, can the champion take melta bombs? If so then I would do it.
61164
Post by: Goat
Filch wrote:In my opinion, I think a squad of 10 men with 2 Blastmasters, Icon of Excess, and Rhino is the most durable, point effective, and reliable.
The trick I would use is moving rhino 6" and then disembarking the squad 6" into terrain with cover on the 1st turn. You effectively moved them 12" and you can still shoot some guns.
I forget, can the champion take melta bombs? If so then I would do it.
They can take melta bombs.
I was thinking of running a noise marine list but not with MSU. Core is a simple slaanesh lord, two 10man squads with just the blastmasters and a 5man with a blastmaster. Bastion and 2 heldrakes. I have about 210ish points left. I'm planning for a 1350 tourny. I was wondering if a warboss and some shoota' boys could fill my leftover points gap. I just don't know anytihng about the ork dex.
35241
Post by: HawaiiMatt
Goat wrote: Filch wrote:In my opinion, I think a squad of 10 men with 2 Blastmasters, Icon of Excess, and Rhino is the most durable, point effective, and reliable.
The trick I would use is moving rhino 6" and then disembarking the squad 6" into terrain with cover on the 1st turn. You effectively moved them 12" and you can still shoot some guns.
I forget, can the champion take melta bombs? If so then I would do it.
They can take melta bombs.
I was thinking of running a noise marine list but not with MSU. Core is a simple slaanesh lord, two 10man squads with just the blastmasters and a 5man with a blastmaster. Bastion and 2 heldrakes. I have about 210ish points left. I'm planning for a 1350 tourny. I was wondering if a warboss and some shoota' boys could fill my leftover points gap. I just don't know anytihng about the ork dex.
Nice theme... "Nowhere to hide." No cover for you!
-Matt
3330
Post by: Kirasu
Or just use the Masque and make everyone cry when the blast masters kill entire units in 1 hit.
8617
Post by: Hulksmash
@Kirasu
Ssssshhhhh.....Don't tell people this!
Oh, and that can happen up to 3 units
1943
Post by: labmouse42
Filch wrote:In my opinion, I think a squad of 10 men with 2 Blastmasters, Icon of Excess, and Rhino is the most durable, point effective, and reliable.
The trick I would use is moving rhino 6" and then disembarking the squad 6" into terrain with cover on the 1st turn. You effectively moved them 12" and you can still shoot some guns.
I forget, can the champion take melta bombs? If so then I would do it.
Why not just have them shoot out of the top of the rhino from behind an aegis?
4139
Post by: wuestenfux
Well, i'd take 4 times 5 Noise Marines each of which with a blastmaster. They form a solid fire base. As long as you can put pressure on the enemy they will be rather save.
68803
Post by: Thariinye
Goat wrote:
I was thinking of running a noise marine list but not with MSU. Core is a simple slaanesh lord, two 10man squads with just the blastmasters and a 5man with a blastmaster. Bastion and 2 heldrakes. I have about 210ish points left. I'm planning for a 1350 tourny. I was wondering if a warboss and some shoota' boys could fill my leftover points gap. I just don't know anytihng about the ork dex.
Hmm, the bastion idea is quite interesting -- how about we one-up it? What if we go full fortification, the Fortress of (not)Redemption, and stick a few blastmasters on the various battlements? The height advantage means that the blastmasters can see most anything on the board, and with the range on them they can typically shoot at most anything. Furthermore, the champs should still be able to shoot the emplaced lascannon and missile silo for extra hilarity. They'll be pretty safe from assault and can provide a nice firebase.
The bastion idea is probably better though, less points invested in static defenses that still gives a blastmaster or two the height advantage to threaten all of its massive range.
4139
Post by: wuestenfux
Well, I'd take an ADL with quad gun instead of a Bastion giving cover to the blastmaster babysitting NM.
53223
Post by: Crimson-King2120
Kirasu wrote:Or just use the Masque and make everyone cry when the blast masters kill entire units in 1 hit.
dude tell me i have 8 blastmasters in my 1500
8520
Post by: Leth
Anyone have a good idea for blast master models? I am using the volkite chargers for the sonic blasters.
53223
Post by: Crimson-King2120
I want to know about this masque thing i have 4 blastmasters in 2 10 man squads and 2 5 man squads with a blaatmaster each
1567
Post by: felixcat
Chaos Lord: Mark of Slaanesh, Lightning Claw, Burning Brand of Skalathrax 110
5x 5 Noise Marines: Blastmaster 625
23 Chaos Cultists: 2 Flamer 118
2x 1 Heldrake: Baleflamer 340
2x 2 Obliterator: Mark of Nurgle 304
Simple and nasty at 1500 - msu can work well. The list almost feels like cheating.
28269
Post by: Red Corsair
Crimson-King2120 wrote:I want to know about this masque thing i have 4 blastmasters in 2 10 man squads and 2 5 man squads with a blaatmaster each
Pavane is the poor mans ash, it lets you move them Id6 or 6", have to check with someone more familiar t5hen me with demons. Basically you group them up for the money shot
68803
Post by: Thariinye
Leth wrote:Anyone have a good idea for blast master models? I am using the volkite chargers for the sonic blasters.
I basically took any heavy weapon I had, from all the chaos heavy bolters I wasn't using to Grey Knight psilencers with the Inquisition symbol filed off. I cut off the front parts, whatever the shooty extremity was (didn't need to for psilencer, just didn't attach the gatling frontpiece) and then took a gargoyle from the chaos vehicle sprue and stuck it on the front. It's a simpler version of this blastmaster conversion: http://www.youtube.com/watch?v=anjFNCd2FsQ
You end up with weapons with screaming mouths, perfect for noise marine heavy weapons.
59219
Post by: Barrywise
Wait so we can screen them with cultists ignoring the 5+ it gives to opponents due to weapons ignoring cover saves right?
8520
Post by: Leth
Yeppers
59219
Post by: Barrywise
Hmm...fearless zombies are much needed
24409
Post by: Matt.Kingsley
l0k1 wrote:Being a fan of Noise Marines and Emporer's Children, I want to like this change, but 30pts for the upgrade is way more than I'd like to pay.
They cost 40pts in the last dex, and it didn't even ignore cover! I'd say 30pts for a pinning blast wepon that ignores cover that has an alternate mode if the unit moves so you can still shoot is fairly priced.
On topic, when I first got the dex I almost cried when I saw the noise marine entry...
Now with the Errata, I can definately see MSU Noise Marines being used more often.
Of course, I don't know of anyone that uses them around where I am, but I'll definately be running a few MSU Noise Marines w/ Blast Masters and Doom Sirens.
68974
Post by: westiebestie
I love this thread.
But I also love the sonic blaster. It's a bit like bladestorming fearless dire avengers with Marine statline. Every turn.
48339
Post by: sudojoe
As to the above with the ork comment, I've tried this vs friends in a friendly list test vs marines (turned out not to be that friendly lol and tabled him by turn 5)
Mek with KFF
2 squads of shoota boys x 30 guys each
5 lootas
Lord with no upgrades
5 man noise marine squad with blast master
5 man noise marine squad with blast master
5 man noise marine squad with blast master
5 man noise marine squad with blast master
Heldrake with flamer
Heldrake with flamer
Aegis with lascannon
Only thing I can't handle is land raiders and I may drop a heldrake or swap some orks to get some oblits. Tons of long range shooting and having all the orks not give my opponent cover was great.
Also have to tune it down a bit as pissing off friends was kind of mean on my part XD
4139
Post by: wuestenfux
felixcat wrote:Chaos Lord: Mark of Slaanesh, Lightning Claw, Burning Brand of Skalathrax 110
5x 5 Noise Marines: Blastmaster 625
23 Chaos Cultists: 2 Flamer 118
2x 1 Heldrake: Baleflamer 340
2x 2 Obliterator: Mark of Nurgle 304
Simple and nasty at 1500 - msu can work well. The list almost feels like cheating.
well, I'm going to try this. Not sure if the Cultists are really needed here.
48805
Post by: Stoffer
I'm running different configurations right now:
MSU - 5 Marines, 1 Doom Siren and embarked in a rhino. Get a few of these squads, zoom around and clear objectives/kill troops. Backed up by a Helldrake and you're going to cause a lot of trouble for infantry heavy lists
"Cheap" deck chair - 5 Marines, 1 Blast Master. I'm going to start playing these behind an Aegis defense line with a quad gun for holding a home objective.
"Expensive" deck chair - 10 Marines, 2 Blast Masters. I haven't tried this yet, I figure it's a bit too expensive but might be fun in a friendly setting.
Shooty rock - 10 Marines, 9 Sonic Blasters, 1 Doom Siren. This is my favorite configuration. It puts a silly number of wounds on ANYTHING.
Melee rock - 9 Marines, CC on all of them, Doom Siren, Icon of excess and an IC.
I tend to put the rock units in Rhinos. They're a super underrated vehicle right now and you'll need to take them seriously again soon. There's a lot to be said for a cheap metal box that let's you go fast one turn and use it as custom placed terrain after it blows up.
Another very current thing; DA are getting popular. Rapidfiring 3 shots is great for terminators, Doom Sirens are great for bikes.
Edit: I started out playing either pure Nurgle or Epidemius Nurgle lists, but I'm very rapidly switching to lists around these units. So far they've done really well.
1567
Post by: felixcat
I've seen sonic blasters used and I've seen walking blastmasters used ( head within range and then fire. ) Both have pros and cons. I prefer what the blastmasters can do in just a few turns. Above 1500 I might add the sonics perhaps and I would beef up the squad sizes but a better choice woiuld be adding some DoC as allies methinks ( flamers/screamers and a DP) .
68974
Post by: westiebestie
Stoffer wrote:I'm running different configurations right now:
Shooty rock - 10 Marines, 9 Sonic Blasters, 1 Doom Siren. This is my favorite configuration. It puts a silly number of wounds on ANYTHING.
Interesting, how do you play this one? Is the Doom siren just there for Overwatch, or the odd chance that some MEQ might walk into flamer range before you?
59219
Post by: Barrywise
Hmm Ork allies could be very nice, just need to make sure you don't go overboard and not so sure about only taking 5 lootas, especially with low leadership
48805
Post by: Stoffer
westiebestie wrote: Stoffer wrote:I'm running different configurations right now:
Shooty rock - 10 Marines, 9 Sonic Blasters, 1 Doom Siren. This is my favorite configuration. It puts a silly number of wounds on ANYTHING.
Interesting, how do you pla this one? Is the Doom siren just there for Overwatch, or the odd chance that some MEQ might walk into flamer range before you?
A bit of both. 27 rapid fire shots and D3 AP3 flamer wounds works wonders for overwatch.
I play them pretty aggressively with Rhinos so range tends to not be much of a problem. Depending on what I'm facing, I play them differently though. Most marine squads you can go for pretty aggressively, so disembark and open up tends to outfire most regular squads. If you're fighting a squad you don't feel comfortable against, the Rhino can really buy you an extra turn of shooting (fire from hatch, watch him try and kill the rhino, fire once disembarked). It's very situational though. I have a pretty firm strategy if I go first on "the relic" for example, which involves rolling two Rhinos up in a reverse V around the relic, placing two squads behind the rhinos and just waiting for people to come to me while another squad carries it backwards. It's a huge roadblock with a lot of bullets for the point cost. Anyway, I'm loving them right now.
61164
Post by: Goat
sudojoe wrote:As to the above with the ork comment, I've tried this vs friends in a friendly list test vs marines (turned out not to be that friendly lol and tabled him by turn 5)
Mek with KFF
2 squads of shoota boys x 30 guys each
5 lootas
Lord with no upgrades
5 man noise marine squad with blast master
5 man noise marine squad with blast master
5 man noise marine squad with blast master
5 man noise marine squad with blast master
Heldrake with flamer
Heldrake with flamer
Aegis with lascannon
Only thing I can't handle is land raiders and I may drop a heldrake or swap some orks to get some oblits. Tons of long range shooting and having all the orks not give my opponent cover was great.
Also have to tune it down a bit as pissing off friends was kind of mean on my part XD
I play tested my list against a buddy last night. 1350 It was:
Slaanesh Lord no Upgrades
10x Noise Marines 2x Blast Masters
10x Noise Marines 2x Blast Masters
Bastion with Lascannon
2x Heldrakes
Big Mek no upgrades
20 boys with powerclaw nob
19 boys with powerclaw nob
Bastion was an all star at protecting the noise marines. And the orks did what orks do. Nothing... except be mounds of flesh holding objectives. I might ditch nob with claws from the squads for the KFF. Most hilarious play of the night. Slaanesh lord jump from the battlements takes a wound, than dies in overwatch to a missile.
4139
Post by: wuestenfux
felixcat wrote:
I've seen sonic blasters used and I've seen walking blastmasters used ( head within range and then fire. ) Both have pros and cons. I prefer what the blastmasters can do in just a few turns. Above 1500 I might add the sonics perhaps and I would beef up the squad sizes but a better choice woiuld be adding some DoC as allies methinks ( flamers/screamers and a DP) .
In fact, in this kind of list, some DoC allies (preferably Tzeentch Daemons and a DP) could work very well.
Goat's approach with Orks (doing nothing) would be an alternative. But I'll go the Daemon route.
61164
Post by: Goat
wuestenfux wrote: felixcat wrote:
I've seen sonic blasters used and I've seen walking blastmasters used ( head within range and then fire. ) Both have pros and cons. I prefer what the blastmasters can do in just a few turns. Above 1500 I might add the sonics perhaps and I would beef up the squad sizes but a better choice woiuld be adding some DoC as allies methinks ( flamers/screamers and a DP) .
In fact, in this kind of list, some DoC allies (preferably Tzeentch Daemons and a DP) could work very well.
Goat's approach with Orks (doing nothing) would be an alternative. But I'll go the Daemon route.
This also intrigues me. What kind of points are we looking at and squad sizes. I don't know the DoC dex well enough but I do know flamers/screamers are impressive.
8520
Post by: Leth
Can daemons get in our transports?
If so using a rhino to protect the masque would be quite nice, especially since it is on a per model basis, not a number of shots basis. So first turn she deep strikes in, rhino flatouts for protection. Second turn if rhino lives she jumps in, pavines out. Rinse and repeat until she dies.
4139
Post by: wuestenfux
Leth wrote:Can daemons get in our transports?
If so using a rhino to protect the masque would be quite nice, especially since it is on a per model basis, not a number of shots basis. So first turn she deep strikes in, rhino flatouts for protection. Second turn if rhino lives she jumps in, pavines out. Rinse and repeat until she dies.
Allies cannot use transports of the main detachment as per rule book.
68974
Post by: westiebestie
Stoffer wrote:westiebestie wrote: Stoffer wrote:I'm running different configurations right now:
Shooty rock - 10 Marines, 9 Sonic Blasters, 1 Doom Siren. This is my favorite configuration. It puts a silly number of wounds on ANYTHING.
Interesting, how do you pla this one? Is the Doom siren just there for Overwatch, or the odd chance that some MEQ might walk into flamer range before you?
A bit of both. 27 rapid fire shots and D3 AP3 flamer wounds works wonders for overwatch.
I play them pretty aggressively with Rhinos so range tends to not be much of a problem. Depending on what I'm facing, I play them differently though. Most marine squads you can go for pretty aggressively, so disembark and open up tends to outfire most regular squads. If you're fighting a squad you don't feel comfortable against, the Rhino can really buy you an extra turn of shooting (fire from hatch, watch him try and kill the rhino, fire once disembarked). It's very situational though. I have a pretty firm strategy if I go first on "the relic" for example, which involves rolling two Rhinos up in a reverse V around the relic, placing two squads behind the rhinos and just waiting for people to come to me while another squad carries it backwards. It's a huge roadblock with a lot of bullets for the point cost. Anyway, I'm loving them right now.
I see. But the turn you disembark is kind of a wasted turn of shooting, no? 2 shots each at 12" does not beat boltguns. They way I see it you really want to use the 3 shots a turn, so stand still seems like the option. Maybe that's why I see it as more logical to combine with Blastmaster than Doom Siren.
But your approach seems versatile, will have to try that one too!
48805
Post by: Stoffer
westiebestie wrote: Stoffer wrote:westiebestie wrote: Stoffer wrote:I'm running different configurations right now:
Shooty rock - 10 Marines, 9 Sonic Blasters, 1 Doom Siren. This is my favorite configuration. It puts a silly number of wounds on ANYTHING.
Interesting, how do you pla this one? Is the Doom siren just there for Overwatch, or the odd chance that some MEQ might walk into flamer range before you?
A bit of both. 27 rapid fire shots and D3 AP3 flamer wounds works wonders for overwatch.
I play them pretty aggressively with Rhinos so range tends to not be much of a problem. Depending on what I'm facing, I play them differently though. Most marine squads you can go for pretty aggressively, so disembark and open up tends to outfire most regular squads. If you're fighting a squad you don't feel comfortable against, the Rhino can really buy you an extra turn of shooting (fire from hatch, watch him try and kill the rhino, fire once disembarked). It's very situational though. I have a pretty firm strategy if I go first on "the relic" for example, which involves rolling two Rhinos up in a reverse V around the relic, placing two squads behind the rhinos and just waiting for people to come to me while another squad carries it backwards. It's a huge roadblock with a lot of bullets for the point cost. Anyway, I'm loving them right now.
I see. But the turn you disembark is kind of a wasted turn of shooting, no? 2 shots each at 12" does not beat boltguns. They way I see it you really want to use the 3 shots a turn, so stand still seems like the option. Maybe that's why I see it as more logical to combine with Blastmaster than Doom Siren.
But your approach seems versatile, will have to try that one too!
3 shots at 12", that's the thing  The blastmaster is alright, but keep in mind the Doom Sirens will kill marines on a 3+. That's one hell of a 15 point upgrade.
Edit: Ah yeah, you're right on disembarking of course.
1567
Post by: felixcat
If I was adding Orks I would forgo Lootas. Heldrakes and Oblits and icarus should be enough.
Chaos Lord: Mark of Slaanesh, Mark of Slaanesh, Terminator Armour, Strom Bolter 120 (C:CSM)
Big Mek; KFF 85 (Orks)
5x 5 Noise Marines: Blastmaster 625 (C:CSM)
2x 30 Boyz Shootas, 3 Big Shootas, Nob, Shoota 410 (Orks)
2x 1 Heldrake: Baleflamer 340 (C:CSM)
2x 2 Obliterator: Mark of Nurgle 304 (C:CSM)
Imperial Bastion: Icarus Lascannon 110
8520
Post by: Leth
Okay, well you can still use it as a shield and cast spells on her ^^
38926
Post by: Exergy
suddenly sad I converted my blastmasters into lascannons. Automatically Appended Next Post: I am thinking:
5 man unit with 1 blastmaster backfield objective camper
10 man dual blastmaster in a rhino pillbox
I like to think of blastmasters as longrange plasma cannons that ignore cover and ID T4. They dont work on 2+ saves though.
61164
Post by: Goat
Exergy wrote:suddenly sad I converted my blastmasters into lascannons.
Automatically Appended Next Post:
I am thinking:
5 man unit with 1 blastmaster backfield objective camper
10 man dual blastmaster in a rhino pillbox
I like to think of blastmasters as longrange plasma cannons that ignore cover and ID T4. They dont work on 2+ saves though.
Bastion pillbox. Don't give up that first blood!
35241
Post by: HawaiiMatt
So do I ally noise marines with my IG or ally IG with my noise marines?
It seems like vendettas and throw away meltaguns round out everything that blast masters don't do.
-Matt
61164
Post by: Goat
HawaiiMatt wrote:So do I ally noise marines with my IG or ally IG with my noise marines?
It seems like vendettas and throw away meltaguns round out everything that blast masters don't do.
-Matt
Do you want 2x blastmasters or more? Thats the call.
38926
Post by: Exergy
Goat wrote:HawaiiMatt wrote:So do I ally noise marines with my IG or ally IG with my noise marines?
It seems like vendettas and throw away meltaguns round out everything that blast masters don't do.
-Matt
Do you want 2x blastmasters or more? Thats the call.
yes with IG being primary you can only have noise marines as elites for CSM which will limit you to only 1 squad with 0-2 blastmasters
8520
Post by: Leth
Also look at the masque for her bunching up abilities. Then drop the template. She also works well with heldrakes.
64776
Post by: EricBasser
If they keep the Paven ability in the "new" codex, taken with salt, I might have to make list combining Blast Masters, Heldrakes, Flakk Havocs (Templates if need be) and Masque, Paven Herald and Daemon Prince. While it might not be competitive, it would be fun.
It might be a must to play Safety Dance every shootong phase. ..
1567
Post by: felixcat
f they keep the Paven ability in the "new" codex
I would not be investing to heavily in daemons until the new codex comes out. They dropped pavane in the C: CSM - is it a message?
7637
Post by: Sasori
felixcat wrote:f they keep the Paven ability in the "new" codex
I would not be investing to heavily in daemons until the new codex comes out. They dropped pavane in the C: CSM - is it a message?
To be Fair, Lash was much much worse, than Pavane.
64776
Post by: EricBasser
Yeah. I'm holding off until the codex drops for a different God themed army. I have Tzeentch, ran Flamers before the update, but eventually want both a Slaanesh and a Nurgle list. Not that into Khorne yet.
48339
Post by: sudojoe
felixcat wrote:
If I was adding Orks I would forgo Lootas. Heldrakes and Oblits and icarus should be enough.
Chaos Lord: Mark of Slaanesh, Mark of Slaanesh, Terminator Armour, Strom Bolter 120 (C: CSM)
Big Mek; KFF 85 (Orks)
5x 5 Noise Marines: Blastmaster 625 (C: CSM)
2x 30 Boyz Shootas, 3 Big Shootas, Nob, Shoota 410 (Orks)
2x 1 Heldrake: Baleflamer 340 (C: CSM)
2x 2 Obliterator: Mark of Nurgle 304 (C: CSM)
Imperial Bastion: Icarus Lascannon 110
A few things on lootas, they are great anti air units and that,s my primary role with them. I do like the new nurgle oblits but I don't have any models for them yet so I went with loot as for now. After I get my oblits made I shall field them for the greater good!
48805
Post by: Stoffer
Just won vs a Wraithwing (4 flyers) at 1500 with this (or almost, made some slight tweaks):
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
7x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
68974
Post by: westiebestie
Stoffer wrote:Just won vs a Wraithwing (4 flyers) at 1500 with this (or almost, made some slight tweaks):
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
7x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
Nice list! How many points? Which of the Doom Siren squad loadouts seemed better?
4139
Post by: wuestenfux
westiebestie wrote: Stoffer wrote:Just won vs a Wraithwing (4 flyers) at 1500 with this (or almost, made some slight tweaks):
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
7x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
Nice list! How many points? Which of the Doom Siren squad loadouts seemed better?
As said, 1500 pts.
I'm not fond of the sonic blasters with their new salvo rule and they make NM even more expensive. How about dropping them?
48805
Post by: Stoffer
wuestenfux wrote:westiebestie wrote: Stoffer wrote:Just won vs a Wraithwing (4 flyers) at 1500 with this (or almost, made some slight tweaks):
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
7x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
Nice list! How many points? Which of the Doom Siren squad loadouts seemed better?
As said, 1500 pts.
I'm not fond of the sonic blasters with their new salvo rule and they make NM even more expensive. How about dropping them?
Quick note about the list:
The Chaos lord goes in the rhino with the 9 marines. They're basically my physical stopgap that can go up the field and bash people; 9 noise marines are completely sufficient in terms of keeping the lord in combat. The caveat is that you almost certainly want to disembark in turn 1, turn 2 at the latest. The Rhino gives the initial push and then lines up as mobile cover. It's essentially just something that stays infront of the marines to stop people firing/charging them and instead lets you dictate when you do stuff. (I want to do a longer writeup on Rhinos as I think their role is completely different in 6th).
The 10 noise marines are the shooty rock, we played the Relic and they basically found a place to hang out in turn one and from then on just stood there tripple firing people who went for the squad carrying the relic.
The 7 noise marines I place behind the Aegis. Their role is twofold; they hold an objective while firing the Quad gun and/or blast master every turn. In terms of efficiency, I'm probably going to keep this unit the way it is, possibly with a reduction to 5-6 marines. If you don't kill a flyer every turn (with twin linked S7 that's a pretty real possibility), you're virtually guaranteed a jink, which is really what you want from a lot of flyers.
Heldrake clears objectives. That's all it does. I haven't really seen anyone holding objectives with 2+ saves, and as long as that continues, this model will reliably clear an objective every turn. It's goddamn amazing.
Oblits open heavy armour, havocs to a multitude of things, from shooting flyers to infantry and vehicles.
Anyway, back to the original question. I probably agree with the salvo issue. So far they've worked pretty well, but I'm not entirely sure it's worth the full 27 points. The issue is the movement with the added penalty of not being able to assault (which is why I have CC weapons and not Blasters on the CC unit). Conversely, I'm not entirely sure what I can get with 27 points that I really feel like I'm lacking. One thing I've been playing in a lot of my nurgle lists is Dirge Casters. Holy hell do people not expect those. I'm considering putting one on the assaulty Rhino, just to minimize casualties from their charge.
I'll very likely take this to a tournament in a week and post how it does (I also have an Epidemius-light list I'm considering).
Edit: I'm never taking Doom Sirens off my units ever. Ever. It think this is my favorite upgrade in the entire codex. If you get to fire it once you'll typically make it's cost back x number of times. If you get to fire it every turn, it's ridiculously efficient.
4139
Post by: wuestenfux
I'll very likely take this to a tournament in a week and post how it does (I also have an Epidemius-light list I'm considering).
Edit: I'm never taking Doom Sirens off my units ever. Ever. It think this is my favorite upgrade in the entire codex. If you get to fire it once you'll typically make it's cost back x number of times. If you get to fire it every turn, it's ridiculously efficient.
Well, this list could be efficient in an RTT, too.
Yeah, the doom siren is still one of the best weapons in the 40k universe. Its too good to be left home.
48805
Post by: Stoffer
wuestenfux wrote:
I'll very likely take this to a tournament in a week and post how it does (I also have an Epidemius-light list I'm considering).
Edit: I'm never taking Doom Sirens off my units ever. Ever. It think this is my favorite upgrade in the entire codex. If you get to fire it once you'll typically make it's cost back x number of times. If you get to fire it every turn, it's ridiculously efficient.
Well, this list could be efficient in an RTT, too.
Yeah, the doom siren is still one of the best weapons in the 40k universe. Its too good to be left home.
Yeah, my big worry about Epidemius is that the list really kicks off at 1850-2000. So my big worry is that I'll have to slim it down to a point where it just won't be any good.
Also! in a completely related noise marine note, Janthkin just finished first with a Noise Marines/Daemons list.
http://www.dakkadakka.com/dakkaforum/posts/list/150/500958.page#5210855
4139
Post by: wuestenfux
Stoffer, thanks for the link. Here is the list just for reference (posted by jy2):
Slaaneshi Lord on Steed - Murder Sword
Lvl 3 Slaaneshi Sorcerer
Slaaneshi Herald (naked)
6x Fiends of Slaanesh - Unholy Might
6x Sonic Marines - Blastmaster, Sonic weapons
6x Sonic Marines - Blastmaster, Sonic weapons
6x Sonic Marines - Blastmaster, Sonic weapons
19x Cultists
5x Daemonettes
Heldrake
5x Havocs - 2x Autos, 2x Missiles
Slaanesh Daemon Prince - 3+, Wings, Pavane, Breath of Chaos, Hit & Run
24285
Post by: Thulsa Doom
This is the best thread going right now. I am currently building an Emperor's Chrildren list:
Here are the pics:
http://sixtowound.blogspot.com/
I dig the idea of CC Noise Marines with the Lord and that was the first unit I built. I had them at 7 + Lord at 1500
with a Doom Siren and a Blastmaster, the thought is to fire the BM out of the Rhino in Turn 1, then disembark in Turn 2.
Just a theory, but this thread is insanely helpful now.
I wanted to stick with Sacred Numbers for the Noise Marine shooty units and run 4 Sonics, a Blastmaster and a Doom Siren.
If I can get 2 of these on the board great.
I also thought of including a Sorc with Mastery 2 in there with one of those squads and only using 1 Havoc squad.
My big debate has been on Terminators? Not sure if they are worth it, but with the MoS and a Vengence Icon they will be pretty tough to deal with.
lots to think about thanks guys!
48805
Post by: Stoffer
The sorc is insanely useful. I'm actually a little sad that I have to go with the lord, but with a CC unit I feel he first better. I played a sorcerer with Biomancy just to try it out and those three utility spells were amazing. Being able to give FNP/Eternal warrior to things, enfeeble others etc was awesome.
Terminators I just can't get excited about. I've been playing them with Typhus, but honestly compared to 150 cultists, the cultists with CC/pistol just win out.
53223
Post by: Crimson-King2120
If you want sonic blasters to be awesome take a biomancy sorceror it Endurance makes noise marines relentless essentially turning them into assault 3 with a 30inch range do 15 noise marines 2 blastmasters 12 sonics stick the sorceror here and put a nice cultist meatshield in front then simply walk up the field firing every turn then have maybe 3 5 man squads with vlastmasters sitting in cover or objectives. Thats 36 st4 ap5 denys cover shots and 5 str8 ap3 blasts that also deny cover
39755
Post by: Jackster
Huron infiltrating 10 with sonic blasters and 2 blastmasters doesnt sound half bad.
The problem is then you have to take another chaos lord and not a sorcerer.
48805
Post by: Stoffer
Also, I'm going to start trying out Lucius next week in place of my lord.
61164
Post by: Goat
Stoffer wrote:Also, I'm going to start trying out Lucius next week in place of my lord.
I've been looking at Lucius as well but I don't run my list for CC. I run gunline shooty. So he seems like a waste of points vs. just a rinky dink slaanesh lord.
39755
Post by: Jackster
He does bring a doom siren atleast, but a Lord with Burning Brand is better for shooting.
48805
Post by: Stoffer
Jackster wrote:He does bring a doom siren atleast, but a Lord with Burning Brand is better for shooting.
Also a bit more of a beast for challenges. That said, black mace is a ridiculous item on a lord.
61164
Post by: Goat
Luscius on paper seems really suited for challeges. reflecting wound back at ap2 is hot. and standard ap3 Init6 with all those attacks is nice.
38926
Post by: Exergy
Goat wrote:Luscius on paper seems really suited for challeges. reflecting wound back at ap2 is hot. and standard ap3 Init6 with all those attacks is nice.
against high WS characters he has a chance, but only a 5++ means he wont reflect too many hits back. He really has problems with terminator sergents for instance.
61164
Post by: Goat
Exergy wrote: Goat wrote:Luscius on paper seems really suited for challeges. reflecting wound back at ap2 is hot. and standard ap3 Init6 with all those attacks is nice.
against high WS characters he has a chance, but only a 5++ means he wont reflect too many hits back. He really has problems with terminator sergents for instance.
He also reduces their attacks by 1 if I'm not mistaken. Correct? So the typical Term sarg is only going to inflict 1 max 2 wounds. I understand if its a powerfirst it only takes 1 unsaved invuln to go bye, bye but hey... thems the breaks.
38926
Post by: Exergy
Goat wrote: Exergy wrote: Goat wrote:Luscius on paper seems really suited for challeges. reflecting wound back at ap2 is hot. and standard ap3 Init6 with all those attacks is nice.
against high WS characters he has a chance, but only a 5++ means he wont reflect too many hits back. He really has problems with terminator sergents for instance.
He also reduces their attacks by 1 if I'm not mistaken. Correct? So the typical Term sarg is only going to inflict 1 max 2 wounds. I understand if its a powerfirst it only takes 1 unsaved invuln to go bye, bye but hey... thems the breaks.
yes, but lucius is only going to do 2 wounds, and those are going to be saved by the 2+. The termiantor power fist or thunder hammer will only do .41 wounds, but if those get by the 5++ he is dead.
53223
Post by: Crimson-King2120
A slaanesh termie lord with the black mace is my favourite at the moment
38926
Post by: Exergy
i suppose you leave him with a power axe as his other weapon for utility and +1 attack right?
53223
Post by: Crimson-King2120
Exergy wrote:
i suppose you leave him with a power axe as his other weapon for utility and +1 attack right?
Aye or if i have the points i give him a PFist
34328
Post by: l0k1
I want to like Lucius. I really do. Especially with proper placement you may be able to take out the enemy sgt with the doom siren. Obviously vs terminators he'll flop, but I'd try to keep him away from those anyway. Also a lot of terminator units (ie deathwing) will try to deep strike near your backfield to messup your gunline and might miss Lucius's unit completely.
I also think that rhinos here are an all or none case. Running all the units in rhinos make them more mobile and give them a bit more survivability, but running 1 or 2 for your cc units makes them huge targets.
48805
Post by: Stoffer
Exergy wrote: Goat wrote: Exergy wrote: Goat wrote:Luscius on paper seems really suited for challeges. reflecting wound back at ap2 is hot. and standard ap3 Init6 with all those attacks is nice.
against high WS characters he has a chance, but only a 5++ means he wont reflect too many hits back. He really has problems with terminator sergents for instance.
He also reduces their attacks by 1 if I'm not mistaken. Correct? So the typical Term sarg is only going to inflict 1 max 2 wounds. I understand if its a powerfirst it only takes 1 unsaved invuln to go bye, bye but hey... thems the breaks.
yes, but lucius is only going to do 2 wounds, and those are going to be saved by the 2+. The termiantor power fist or thunder hammer will only do .41 wounds, but if those get by the 5++ he is dead.
Thing is this though; neither is a Lord with Black Mace, which is who I was replacing him for. Lucius and the Lord need to pick targets they can maul. The only time I'd throw the BM Lord at terminators would be in multi assault to trigger the toughness test. I did that last weekend and seeing a few marines and terminators fall over after the combat is resolved is a nasty surprise to people who aren't familiar with BM  I think I had a squad of marines and terminators in the fight, I put all my Lords wounds on the regular marines and the test still triggers on the termies in combat.
48805
Post by: Stoffer
3 games, 3 wins this weekend with this list:
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
6x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
1567
Post by: felixcat
Good for you. I played this weekend and lost to IG/SW, beat DA/BA and beat Nec/Orks,. My lsit is similar to yours - not exactly the same ...
so I had :
12 autocannons
8 sonic blasters
4 blastmasters
1 doom siren
1 burning brand
1 baleflamers
No rhinos in the list and no AGL. So I have a lot more troops than you do and more blastmasters. Against two of the lists it was the right choice. Against IG/SW with two vendettas and two rune priests and both a plasma and ml long fang squad with prescience - not so much. Also GH are fierce in cc. My heldrake was gone early. My outflanking squad only managed to kill one long fang squad - they were spaced far apart. Overall it wasn't too pretty. I had better luck against a single stormraven. That said I was happy enough with my to MSU squads. Thewy almost won me the game agaimnst IG/SW. IG/SW - what to say. I've tweaked my list - it canbe found on the heldrake thread - that was the game I played today and won against Nec/Orks. I've now drooped my oblits to fit three havoc squads. At 1750 I'll have another baleflamer and cultists and at 1860 an AGL. I think the list will play best at 1750-1850. I'm surprised you got away with just three troops.
28981
Post by: kryczek
You just gotta love the NM now. The FAQ has helped them immensely.
My mate runs a NM list pretty similar to what has been mentioned here except with daemon allies. It sucks to fight.
Funnily enough he hasn't had much luck since he removed the favoured number squad size approach. I swear by this for my 1K sons. Try them in 6's or 12's. You wont regret it.
24285
Post by: Thulsa Doom
Stoffer, that is great news.
I played Thursday night with Orks and beat out Dark Angel Terminator heavy army at 1500.
However, I am now full speed painting my Noise Marine army.
I am still in debate on Obliterators vs. some other units and 2 squads of Havocs.
But your list cannot be denied its awesomeness.
I do love the idea of Daemon allies too, especially with Fiends being to deadly.
I'll post more pics, I painted my Slannesh Sorc Friday night.
41136
Post by: DaKKaLAnce
Ok so im thinking of running a khorne/Slaneesh based army with daemon allies. What do you guys think? I think they can balance out
48805
Post by: Stoffer
Thulsa Doom wrote:Stoffer, that is great news.
I played Thursday night with Orks and beat out Dark Angel Terminator heavy army at 1500.
However, I am now full speed painting my Noise Marine army.
I am still in debate on Obliterators vs. some other units and 2 squads of Havocs.
But your list cannot be denied its awesomeness.
I do love the idea of Daemon allies too, especially with Fiends being to deadly.
I'll post more pics, I painted my Slannesh Sorc Friday night.
Heheh, well, I'll bring it to a 1500 tournament next week, we'll see how it fares there
4139
Post by: wuestenfux
Stoffer wrote:3 games, 3 wins this weekend with this list:
Chaos Lord
Mark of Slaanesh
Black Mace
Sigil of Corruption
Aegis Defence Lines
Quad Gun
6x Noise Marines
Blast Master
10x Noise Marines
Doom Siren
9x Sonic Blasters
Rhino
9x Noise Marines
CC Weapon
Doom Siren
Rhino
3x Obliterators
Havocs
4x Autocannons
Havocs
4x Autocannons
Heldrake
Baleflamer
Well, how about this:
Lord w/ bike, MoS, murder sword, melta bombs - 140
5 Spawns - 150
6 NM w/ blastmaster - 142
6 NM w/ blastmaster - 142
6 NM w/ blastmaster - 142
20 Cultists w/ flamer (x2) - 100
Helldrake w/ baleflamer - 170
5 Havocs w/ autocannon (x4) - 115
2 Obliterators w/ MoN - 152
2 Obliterators w/ MoN - 152
ADL w/ quad gun - 100
Total: 1505 pts.
1567
Post by: felixcat
What are the cultists for? If they are manning the quad use heavy stubber/autoguns and a squad of 15. No marks on the spawns becuase your lord is joining them I presume. Bikes with MoS are better.
48805
Post by: Stoffer
felixcat wrote:
What are the cultists for? If they are manning the quad use heavy stubber/autoguns and a squad of 15. No marks on the spawns becuase your lord is joining them I presume. Bikes with MoS are better.
The one thing I'd say about manning the gun is that I'd always have a BS4+ unit on it, that's how I use my single blast master unit.
The other thing is the lords equipment; I'd take BM over murder sword any day. The BM is one of the most ridiculous CC weapons in the codex and the toughness test after combat usually ends up surprising people. I had an ork player throw two units of boys at my lords unit and make the mistake of accepting my challenge. My lord was immune to all the boys wounds and at the end of the combat phase, I'd slain his warlord and he had to take 20 toughness tests.
Anyway, try the list out. I suspect you'll find out that it's a bit too deck-chair heavy and you'll need to add something going up field, but it looks fun
61164
Post by: Goat
Has anyone done more testing with a Bastion? They seem really good if you can avoid melta haha I've only gotten 1 game in with the use of a bastion and I prevented it from being assaulted all game but the opponenet didn't have enough things to shoot it effectively. I feel noise marines do well with this fortification.
24285
Post by: Thulsa Doom
So last night I ran this list against Black Templars and Grey Knights.
1500 Noise Marines
HQ –
Lord w/ Black Mace, Plasma Pistol, Sigil, MoS
7 Noise Marines – CC weapons and Icon of Excess (FnP), Champ w/ Doom Siren
Rhino – Dirge Caster
HQ –
Sorc – MoS, Rank 2 w/ Biomancy and Slaanesh Lore
5 Noise Marines – 3 Sonics, 1 Blast Master, Icon of Excess (FnP), 1 Champ w/ Doom Siren
Rhino
6 Noise Marines – 4 Sonics, 1 Blast Master, Champ
6 Noise Marines – 4 Sonics, 1 Blast Master, Champ
1 Heldrake – Baleflamer
3 Obliterators
5 Havocs – 4 AutoCannons
Even though I lost the game at 6-5 (It was Crusade and came down to a last turn sprint for an objective). I really felt like the army was solid. I destroyed a lot of units and had great fire control on the table.
I will say that I could have been much more aggressive with the Havocs and held them back too much in turns 1-2 .
I was able to get First Blood and Line Breaker pretty well. The thing about this list my opponent realized is he basically hid in his rhinos for 3 turns. Disembarking meant Baleflamer and Blast Masters...
I do feel like this list was pretty solid, and hopefully with the new Daemon book coming I will expand on Daemons to get to 1850 or 2000.
I do have a Lord on a Steed with the Burning Brand in the works. He would run with 3 Spawn and Outflank.
Curious how others have been doing with these builds?
38926
Post by: Exergy
Thulsa Doom wrote:So last night I ran this list against Black Templars and Grey Knights.
Sorc – MoS, Rank 2 w/ Biomancy and Slaanesh Lore
5 Noise Marines – 3 Sonics, 1 Blast Master, Icon of Excess ( FnP), 1 Champ w/ Doom Siren
Rhino
6 Noise Marines – 4 Sonics, 1 Blast Master, Champ
6 Noise Marines – 4 Sonics, 1 Blast Master, Champ
1 Heldrake – Baleflamer
3 Obliterators
5 Havocs – 4 AutoCannons
not sure I would go for MoS on your Sorc. another 10 points would get you another mastery level and better powers. +1 init isnt worth it.
Also it looks like you have too many sonic blasters. they are only 3 shots. Save those points and invest in more bodies. Automatically Appended Next Post: Thulsa Doom wrote:S
HQ –
Lord w/ Black Mace, Plasma Pistol, Sigil, MoS
7 Noise Marines – CC weapons and Icon of Excess ( FnP), Champ w/ Doom Siren
Rhino – Dirge Caster
If you are running guys with a lord, I would go with basic marines. You dont need fearless so you could have basic marines for cheaper. Automatically Appended Next Post: Thulsa Doom wrote:
I do have a Lord on a Steed with the Burning Brand in the works. He would run with 3 Spawn and Outflank.
unless the spawn have MoN I think bikes are a better option. Also now that you cannot assault after arriving from reserves I question what an outflanking lord with a bunch of spawn is supposed to do. They arrive on turn 2 or 3 and then they assault on turn 3 or 4, maybe. If you want to shoot your flamer, why not start on the table.
Bikes on the other hand can come in and shot 24", getting half the table.
63257
Post by: krazykishere
BM with doom siren and baleflamers are so evil to MEQ that I do not even use it at my Flgs unless my opponent brings flyers or are necrons. That being said any of you ever run a biker sorc with a squad of bikers and get invisibility? It is ridiculous. Just cruise down the middle of the table with a 2+ cover save and in my meta only I use noise marines.
5932
Post by: Kugel
Hello dakka, i use this list for my last games.
HQ Lord
SoS
MoS
Burning brand
Troops noise marines (10)
blast master (2)
sonic blaster (7)
rhino
Troops noise marines (10)
blast master (2)
sonic blaster (7)
rhino
Troops noise marines (5)
blast master (1)
rhino
HML
Troops noise marines (5)
blast master (1)
rhino
HML
Troops cultists (20)
flamer
Heavy Support obliterators (3)
veterans
mark of Nurgle
Heavy Support obliterators (2)
veterans
mark of Nurgle
Heavy Support obliterators (2)
veterans
mark of Nurgle
Fast Attack Helldrake
baleflamer
Fast Attack raptors (5)
2 melta
68972
Post by: Slaanesh-Devotee
I have found my Noisemarines less than useful, though they are mostly old 2nd Ed models and I'm used to playing them very differently.
I have about 6 Sonicblasters, 3 Doomsirens (from when I could equip plain squad members with them, not just champions...) and 4 Blastmasters.
I've been trying to run them as mobile support for assault based armies, but that doesn't work with them in this edition. (Though I might try a minimal unit in a Rhino, Blastermastering away every turn.)
I have put together a sit still and shoot army that I want to try out soon, perhaps they'll show me more luck in that.
Still find it weird to see people talk about Noisemarines with Bolters though...
65903
Post by: King Pyrrhus
I struggle to find a use for Sonic blasters, mainly because the don't synergise at all with either the Blastmaster (where you don't want to move at all as then you can't fire) or the Doomsiren (where you need to get very close and probably want to be gearded for CC).
I'm currently thinking of running to 5man Noisemarine squads with a Blastmaster each, and one 10 man with 2 Blastmasters and a Doomsiren (for counter assault more than anything else) in a 1750 list, but If I can find the points to squeeze in another 5 man squad I might run 2 squads of 10 and 1 of 5.
I think the main problem with Noisemarine armies is making sure you have enough ap2 to deal with any TEQs that the Noisemarines can't handle. The lack of effective ap2 in the chaos codex is definitely causing me to be interested in the new Daemons codex.
61164
Post by: Goat
King Pyrrhus wrote:I struggle to find a use for Sonic blasters, mainly because the don't synergise at all with either the Blastmaster (where you don't want to move at all as then you can't fire) or the Doomsiren (where you need to get very close and probably want to be gearded for CC).
I'm currently thinking of running to 5man Noisemarine squads with a Blastmaster each, and one 10 man with 2 Blastmasters and a Doomsiren (for counter assault more than anything else) in a 1750 list, but If I can find the points to squeeze in another 5 man squad I might run 2 squads of 10 and 1 of 5.
I think the main problem with Noisemarine armies is making sure you have enough ap2 to deal with any TEQs that the Noisemarines can't handle. The lack of effective ap2 in the chaos codex is definitely causing me to be interested in the new Daemons codex.
Keeping Obliterators in the general area with noise marines is a lot of AP2, twin linked plasma guns, plasma cannon, las, melta, assault cannon. The AP2 guardians you are looking for are already there.
65757
Post by: PredaKhaine
King Pyrrhus wrote:I struggle to find a use for Sonic blasters, mainly because the don't synergise at all with either the Blastmaster (where you don't want to move at all as then you can't fire) or the Doomsiren (where you need to get very close and probably want to be gearded for CC).
I'm running 3 sonic blasters and a blastmaster in my 5 man noise marine squad. The sonic blasters are useful for overwatch and if units start coming too near it's extra shooting.
23663
Post by: minigun762
The fluff nut in me makes it hard not to take 6 bodies, but otherwise I'm liking noise marines this edition. I prefer the doom siren and power weapon squads over blastmasters just because I'm more aggressive.
65757
Post by: PredaKhaine
minigun762 wrote:The fluff nut in me makes it hard not to take 6 bodies, but otherwise I'm liking noise marines this edition. I prefer the doom siren and power weapon squads over blastmasters just because I'm more aggressive.
I'm running one of each - 15 men with a doom siren led by lucius and 5 at the back, covering them with the sonic blasters/blastmaster - it's fun
23663
Post by: minigun762
How's Lucius treating you? Another doom siren is always tempting.
65757
Post by: PredaKhaine
He's a fun character - he's not an insanely hard cc monster compared to the juggerlord, but he makes some very fun challenges.
2 doom sirens is great - back it up with a lord with the burning brand.
Laugh during overwatch
73447
Post by: hairydave
I just brought out my noise marine army today (1st time in 6th ed - been playing orks up until now) and fielded my old blastmaster + 5 sonic blaster squads and found the combo worked quite well.
Admittedly, the blastmasters were not helped in the first turn when they were focused on transports, but once they were opened up, the combined onslaught of 15 'bolter' shots and the S8 AP3 blast template vaccuumed up the contents very effectively. They also worked well against poorly armoured troops hiding in cover.
63257
Post by: krazykishere
I run 4*5 man squads of NM with BM and SB. The SB costs 3 points and is like having 2 extra marines shooting at 24". The reason I never use more than 5 in the backfield is twofold. First it allows you to hold multiple backfield objectives where every single member has to be killed to force them off. Second it makes your enemy split his attack in shooting and especially assault. Consider the following scenario. He assaults and wipes out one unit in the first turn. He then likely will have to absorb 3 Bm and 27 Bolter shots. second scenario is a deepstrike. He either shoots and kills a unit then has a lot of wounds to contends with since he is bunched up or he runs and gets to receive shots from all four units. I also usually keep at least one oblit unit backfield as well and that can really add to the pain.
In my more competitive builds I add in helldrakes making the army AP 3 death on a stick but against a lucky opponent with TEQ it can have a rough day. The new C:CD solved this problem quite nicely. For a minimum point investment I can have 2*20 girl units that no TEQ without SS wants to deal with and the mass attacks even makes SS dicey.
And Helldrakes have almost no place in friendly, fluffy games.
|
|