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![[Post New]](/s/i/i.gif) 2013/01/24 23:35:04
Subject: Noise Marines: Return of MSU?
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Mutated Chosen Chaos Marine
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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.
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![[Post New]](/s/i/i.gif) 2013/01/25 00:06:34
Subject: Re:Noise Marines: Return of MSU?
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Dakka Veteran
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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.
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This message was edited 1 time. Last update was at 2013/01/25 00:07:32
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![[Post New]](/s/i/i.gif) 2013/01/27 21:02:58
Subject: Noise Marines: Return of MSU?
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Dakka Veteran
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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
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![[Post New]](/s/i/i.gif) 2013/01/27 22:50:55
Subject: Re:Noise Marines: Return of MSU?
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Longtime Dakkanaut
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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.
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This message was edited 1 time. Last update was at 2013/01/27 22:56:27
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![[Post New]](/s/i/i.gif) 2013/01/27 23:21:33
Subject: Noise Marines: Return of MSU?
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Trigger-Happy Baal Predator Pilot
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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.
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![[Post New]](/s/i/i.gif) 2013/01/28 00:09:09
Subject: Re:Noise Marines: Return of MSU?
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Regular Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2013/01/28 00:39:52
Subject: Noise Marines: Return of MSU?
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Sinewy Scourge
Commoragh (closer to the bottom)
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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
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2013/01/28 01:41:16
Subject: Re:Noise Marines: Return of MSU?
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Dakka Veteran
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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
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![[Post New]](/s/i/i.gif) 2013/01/28 10:35:47
Subject: Noise Marines: Return of MSU?
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Ladies Love the Vibro-Cannon Operator
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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.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/01/28 13:09:09
Subject: Noise Marines: Return of MSU?
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2013/01/28 13:58:07
Subject: Noise Marines: Return of MSU?
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Dakka Veteran
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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
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![[Post New]](/s/i/i.gif) 2013/01/28 14:13:36
Subject: Re:Noise Marines: Return of MSU?
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Blood-Raging Khorne Berserker
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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.
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This message was edited 1 time. Last update was at 2013/01/28 14:14:12
I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/02/21 19:20:20
Subject: Re:Noise Marines: Return of MSU?
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Regular Dakkanaut
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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?
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![[Post New]](/s/i/i.gif) 2013/02/21 20:09:39
Subject: Re:Noise Marines: Return of MSU?
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Stone Bonkers Fabricator General
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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.
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This message was edited 2 times. Last update was at 2013/02/21 20:13:14
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/02/21 20:51:17
Subject: Re:Noise Marines: Return of MSU?
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Regular Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2013/03/13 10:03:12
Subject: Re:Noise Marines: Return of MSU?
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Yellin' Yoof
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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
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![[Post New]](/s/i/i.gif) 2013/03/13 10:23:42
Subject: Noise Marines: Return of MSU?
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Warp-Screaming Noise Marine
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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...
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![[Post New]](/s/i/i.gif) 2013/03/13 12:36:03
Subject: Noise Marines: Return of MSU?
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Tough Traitorous Guardsman
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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.
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![[Post New]](/s/i/i.gif) 2013/03/13 13:53:47
Subject: Noise Marines: Return of MSU?
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Blood-Raging Khorne Berserker
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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.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/03/13 14:06:14
Subject: Noise Marines: Return of MSU?
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Executing Exarch
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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.
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This message was edited 1 time. Last update was at 2013/03/13 14:06:39
Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/03/13 14:35:45
Subject: Re:Noise Marines: Return of MSU?
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Battleship Captain
Oregon
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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.
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![[Post New]](/s/i/i.gif) 2013/03/13 14:47:23
Subject: Re:Noise Marines: Return of MSU?
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Executing Exarch
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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
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/03/13 15:25:57
Subject: Re:Noise Marines: Return of MSU?
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Battleship Captain
Oregon
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How's Lucius treating you? Another doom siren is always tempting.
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![[Post New]](/s/i/i.gif) 2013/03/13 15:29:08
Subject: Noise Marines: Return of MSU?
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Executing Exarch
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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
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/05/12 20:56:04
Subject: Noise Marines: Return of MSU?
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Pleasure Sacrifice to Slaanesh
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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.
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![[Post New]](/s/i/i.gif) 2013/05/13 16:05:36
Subject: Noise Marines: Return of MSU?
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Regular Dakkanaut
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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.
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