Mark_Autarch wrote:Well, a 20 man squad would be awesome, but within a 1500 pt list, would be very difficult. Plus that is alot of firepower which can only shoot at one target. I think I'd end up with overkill or underkill (trying to hit a single
av 13 vehicle with 2x S8 weapons)
However, would the "obvious choice" be even more obvious if I dropped a few sonic blasters adn the IoExcess in exchange for a blastmaster? ie is a blastmaster a must have?
If you are going to infiltrate, then go with a 20 man squad with sonics and IoE, and put a doom siren on the champ (cause why not). For 455 you get 57 shots a turn to annihilate a squad. This is great for taking down death stars, as even with 2+
FnP if you force them to roll a bucket of dice it's going to neuter the unit. Being in cover, with
FnP makes the unit hard to displace. Best option to deal with them is to tar pit in
cc, but even then you have to make it through a doom siren, huron's flamer, and 57 over watch shots.
Non-infiltrate, a blastmaster in a 5 man or 2 in a 10 with nothing else, sitting in the back field. The general consensus has been you either get all sonics, or blastmasters and naked. Mixing and matching makes picking a good target difficult.
As for IoE, the unit size really dictates when it's necessary and when it's a point sink. In a squad of 20, it's 1.75 points per model for
FnP, which is an easy pick. In a 5 man squad it's 7
ppm, which is very meh.
As fun as the 20 man unit would be, just not sure how to make it work. At 1500 this one unit would cost you 1/3 of your army. Multi charging could easily avoid the Over watch problem, then you have most of your army doing something you don't want it to. Plus, a heldrake will almost nullify the unit single handed. Blobs are great if they are cheap, but put out lots of shots/attacks. 20 man noise marines really only fulfill half of that requirement.
Now, Typhus and Huron with a couple of infiltrating zombie blobs? That's got potential.