Switch Theme:

How do Noise Marines work?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dogged Kum






The Doom Siren is a S5 AP3 Flame Template that only the Aspiring Champion may have. This upgrade is 15 points. The Sonic Blasters have a 24" range and can either be fired as Heavy 3 or Assault 2. These are five points per model. The Blast Master can either be fired at S5 AP4 Assault 2 Pinning or S8 AP3 Blast Pinning Heavy 1.

Noise Marines are a characterful and fun unit but simply do not perform well enough to field them in bullk. Noise Marines are good at the two main roles in Warhammer, shooting and close combat. They can lay down a torrent of firepower with assault weaponry followed by a higher initiative assault. Their downfall lies within their high points cost. The ten man fully upgraded squad with all sonic weaponry and a PW Noise Champ costs 320 points, 355 with the obligatory Rhino. In this way the Noise Marines aren't a good backbone for the army. Rather, I see them as a support unit to your main forces.

If you would prefer to shoot you can get five NM, a BM, and a Rhino for 175 points. I played a list like this where the S8 AP3 Blast was making my opponent sad, mostly due to the fact that I was also using Lash of Submission. Lash also works well with the musical barbeque. Five NM, a DS, and a Rhino is 160 points. Two squads of these combined with LoS can devastate squads. I sometimes use these set ups with my Plague Marines or my Chaos Space Marines. When worked into your list they are a very effective choice, but I am a firm believer that to use Noise Marines effectively you must have a specific role for them.
Made in us
Dogged Kum






forruner_mercy wrote:Thanks you two!
So, it would be better to have them set up in Attack Squads? What if I did that, but gave the whole squad the weapons (like 3 has a Sonic Blaster, 1 has a Blastmaster, and the squad leader guy has the Doom siren)?


I like using them as the "attack squad," yes. Why do you need the three sonic blasters? The five guys are simply there as the minimum number. The Rhino with the Doom Siren should always be moving to get the max effect of the flame template combined with Lash. The squad with the Blast Master should always be stationary, as if you move it is just a worse Heavy Bolter. You must remain still in order to use the S8 AP3 blast. Both tear apart MEQ, with the S8 good for T4 many wound models. Ill use the example of me destroying a squad of three Crisis suits with the Crisis Commander in one turn as an example.

As a general rule of thumb, you do not want to disembark your models because the Rhino keeps you moving in the case of objectives. We're not Eldar, but moving at cruising speed, disembarking, and running gives you 14+D6 inches of space to cover, which is pretty good. If you're me you put Havoc Launchers on your Rhinos, which almost always make their points back for me.
Made in us
Dogged Kum






No blasters, waste of points. Keep your squad down to five men if your opponents know the word competitive. Ideally you don't want these guys in combat, there are only five. If you want to be choppy bring Khorne Berzerkers.
Made in us
Dogged Kum






What points level do you wish to play at? If you specify I can come up with a good sample list for you.
 
Forum Index » 40K General Discussion
Go to: