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Made in us
Hellacious Havoc






Cleveland, Oh

So new Kill Team has been out for a bit now and we are doing a KT tourney soon. I was looking for ideas for a solid KT using CSM or Daemons. In the past I tried out chosen for one, Raptors for another but neither seemed amazing. I was thinking maybe Noise Marines seeing as some of the shootier opponents would likely seek cover. So here's the list i was thinking and would love some other ideas!

8 total Noise Marines :

Noise Champ is bare bones

6 Marines have Sonic Blasters and CCW

1 has Blastmaster.

Specialists im unsure about, considering relentless on the blastmaster.

= 2000
 
   
Made in au
Fresh-Faced New User




Austrlia


Noise Marines can't take both a Sonic Blaster and the extra CCW. Double check the wording on their wargear options.

   
Made in ru
!!Goffik Rocker!!






I'd take a rhino. Even if you don't ride it - you can use it as moving blos and distraction.
   
Made in us
Using Inks and Washes




St. George, Utah

Noise Marines strike me as one of the better choices for kill team for Chaos Marines. Just a couple ideas I'd floated around for your consideration:

The Blastmaster already has the range to reach the whole board over. It's just 4x4 in Kill Team. It also already ignores cover, and is AP3 so there's no need to give him relentless. If you just deploy him with some kind of cover, he's already where he needs to be so just away with that dubstep. Giving him Feel No Pain or Stealth I feel is the best move. 3+ cover save means the most dangerous thing he's likely to run into is someone else also running noise marines, or perhaps someone bringing a specialist with a rocket launcher who gave that guy Ignores Cover.

A Rhino is a good investment for Kill Team. AV 11 is pretty sturdy in 200 point games where people are likely bringing just 10 or so guys, plus 2 fire points means it's a solid mobile firebase for at least two of your guys. Anyone running hordes won't be able to reliably hurt it if they even can in the first place, and against someone running a marines variety, they have to get in 8" range to toss nades at it. Pretty solid even with just a combi-bolter for 35 points. The smoke launcher and searchlight is also a lot more useful in Kill Team than a regular game.

Because each guy is independant, and the way Noise Marine loadouts is worded, you can rig up some to be sonic blasty and some to be assault oriented. It'd be a terrible idea in a normal game, but for Kill Team, getting diversity out of the same unit slot is actually pretty good. I recommend using your Indomitable Specialist to get Relentless on one of the sonic marines so his effective threat range is 30", and using one of the melee kitted guys to go Dirty Fighter or Melee specialist to have him go win assaults isn't a bad idea either.

This message was edited 1 time. Last update was at 2014/02/24 17:48:53


 
   
Made in us
Hellacious Havoc






Cleveland, Oh

That was a great perspective on Noise Marines SRSFACE thank you! and thank you Sanno for pointing out the CCWs I guess i misread the first time. I Im liking the idea of a Rhino a lot more after some convincing. So this is the list take 2.

Noise Marines
Bare Bones Aspiring champ
5 Noise marines 4 Sonic Blasters 1 Blast master
1 Rhino

comes out to 189

any thoughts on where to put the last 11 points?

= 2000
 
   
Made in us
Using Inks and Washes




St. George, Utah

Drop 2 sonic blasters, and straight up add an extra guy. It'd be so fluffy. You'd have 6 guys. That's the number of Slaanesh, right?
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

Drop 2 Sonic Blasters and take a Doom Siren for the Noise Champion. Put him in the Rhino and drive by his long range troops in cover. Ignores Cover, Ap3 = dead sniper.

In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
Made in us
Hellacious Havoc






Cleveland, Oh

Ok final question. This one is for Specialists. I am thinking:

Blastmaster Noise Marine with Guerrilla Specialist Preferred Enemy for varied frequency to snipe specialists or big guns in the early turns

Sonic Blaster Marine Indomitable Specialist Relentless to ride in the Rhino shooting 3 times and assaulting after shooting should the rhino go down.

Sonic Blaster Marine Ranged Specialist Split Fire basically a precaution against hordes, if he doest move he can try to kill 3 models a turn

The other rule I'm considering is master crafted but it may be out classed. any thoughts?

= 2000
 
   
Made in us
Using Inks and Washes




St. George, Utah

Split fire only lets you fire at 2 guys a turn regardless of number of shots. Still not a bad idea though.

I'd kit up a guy to be as much of a melee monster as you can without having an AP weapon. Pretty handy to run Shred or Rage for pure number of attacks. Master-Crafted isn't a bad idea, though, if you throw it on your last sonic blaster marine.
   
Made in ru
!!Goffik Rocker!!






Poisoned is not a bad idea both for mellee and shooting. Rerolling to-wound with a blaster is nice if you don't see anything better.
   
Made in us
Using Inks and Washes




St. George, Utah

The poisoned rule for your Dirty Fighter specialist only applies to shooting attacks, sadly.

If you're for sure using Preferred Enemy out of Guerilla and Relentless out of Indominable, maybe third guy you give Rending? 3 shots if he doesn't move means there's a good chance you're ignoring both armor AND cover because sonic blasters are fun that way. Means you've got another way to cause penetrating hits at range to vehicles in case your Blastmaster fails to with bad rolling.
   
 
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