Kevlar wrote:I love noise marines, but the blasters are kinda worthless...
Take the noise marines with bolt pistol, bolter, close combat weapon. Champ with doom siren. Loaded up in a rhino. One of the best assault squads in the game.
Fearless, rapid fire and doom siren the turn they disembark. (Shoot doom siren first, more hits). If they get assaulted after the disembark they still have init 5 and go first most times. If they don't get assaulted you fire the doom siren again, shoot your pistols, then assault.
Yeah i agree, if i had the models i'd use them but i'm stuck using regular
CSM. I disagree with the blasters though, them being salvo 2/3 instead of assault 2/heavy 3 sucks, but as a static firebase they do wonders with the ignores cover special rule.
Exergy wrote:cult troops are ONLY worth it if you have a lord to make them troops. PM are really the only really good ones, zerkers have been nerfed signifigantly and Tsons never were all that great. Noise Marines arent particularly good either, but the doom siren and blastmaster are cool. Salvo USR has made the sonic blasters terrible.
I don't disagree with anything aside from the blasters being terrible (they can be good as a stationary firebase), keeping cults choices as elite's is bit of a long shot, i thought i'd mention it if anyone else has ideas there, but i'd like this thread to be about how we (not i, we) can work around the short comings of the cult troops. As a Tsons player I shared my thoughts on combing them with Noise Marines to expand on the Tsons shooting abilities.
I haven't used plague marines but they look awesome, they're durable, shooty & have
cc capabilities BUT they're expensive, so cultist, zombies &
IG detachments are my obvious picks.
IMO necrons might be a good ally for plague marines, with some res orbs they can be just as annoying to kill as
PM & they offer some awesome units choices.
I haven't used Berzerkers in this edition but i'd imagine their biggest problem is getting into combat unscathed, rhinos seem like a bit of a death trap & footslogging takes too long. Huron's an option, combing his infiltration with some deep striking daemons could work, bloodletters, plaguebeaers, daemon princes spring to mind to add some target saturation.
juraigamer wrote:Noise marines make great assault units, as do khorne berzerkers, both are fearless, noise can gain FNP, and khorne can re-roll the charge range plus furious charge.
Then you have plague marines, tough little guys and can handle many roles. Finally thousand sons, who are basically hell to kill unless you use lots of attacks/shots.
The trick is what does your army need in it. If you want thousand sons but are having trouble with hordes, then yes adding noise marines is a good option. Same deal with khorne berzerkers, who's going to hold home base while they are off zerking around? Plague marines.
Now, aside from the ap 3 bolters of thousand sons and the GEQ killy rifle of noise marines, everything else can be done, sometimes better with normal CSM. If you take cult troops make the most of them, otherwise give the old CSM a try.
Yeah I completely agree, personally I run unmarked
CSM sometimes & they work fine. Khorne marked
CSM w/ bolters &
ccw could be a good addition to a Berzerkers army? They could provide some much needed shooting while slogging it up the board