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![[Post New]](/s/i/i.gif) 2013/11/22 02:27:57
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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So I have a Nurgle army list and a fun Khorne list, but I really want to see about making a Noise Marine army. It does not have to be 100% Slannesh. I'm looking for 2500pts, something that I can scale down if needed for smaller games. Here is what I'm thinking so far
Aegis Defense Line
Comms Relay
Lord
Steed
MoS
Burning Brand
Lightning Claw
Votlw
Sigil of Corruption
Huron Blackheart
10 Noise Marines
2 Blastmaster
10 Noise Marines
2 Blastmaster
20 Noise Marines(outflank with lord)
IoE
Doom Siren
2 Heldrake
3 Obliterators
MoN
Votlw
3 Obliterators
MoN
Votlw
This is all off the top of my head, which is why there are no points. The idea is Huron infiltrates/outflanks as many units as possible. The lord outflanks with the the blob. Comms Relay help me get my reserves in the game. I am also thinking about doing at least 1 unit of noise marines with 7 sonic blasters but is it worth the points? Any other thoughts?
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This message was edited 1 time. Last update was at 2013/11/22 02:29:15
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![[Post New]](/s/i/i.gif) 2013/11/22 06:54:37
Subject: Re:Help building a Noise Marine army please!
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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So the strength of noise marines is that they can ignore cover and pump out large amounts of shots to take down ADL tau lists and FMCs. strong units to consider taking: an ADL with quad gun MSUs of noise marines with blastmasters and IoE 10 man squads of noise marines with rhinos, sonic blasters and IoE a chaos sorcerer or two with ML 3 and a spell familiar heldrakes autocannon havocs tri-las predators obliterators I forget the rules, but do you need to take a 10 man squad to have 2 blastmasters? If you can take 5 man squads. i dont like the 20 man squad. it is too big for special weapons and doesnt have sonic blasters Sonic blasters are worth the points because they double your marines rapid fire range to 24", turning them from being an annoyance at 24" to reaching their maximum potential. Marines are at their maximum potential when they are rapid firing.
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This message was edited 3 times. Last update was at 2013/11/22 07:00:06
"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2013/11/22 07:04:06
Subject: Help building a Noise Marine army please!
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Shas'la with Pulse Carbine
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It's one blast master at 5 and then you can take a second when you reach 10 models
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![[Post New]](/s/i/i.gif) 2013/11/22 14:59:43
Subject: Help building a Noise Marine army please!
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Pulsating Possessed Space Marine of Slaanesh
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OP: your list idea looks solid. I would consider adding sonic blasters as these really increase the shootiness at 24" as long as you plan on standing still and shooting with them, which you should.
Your NM blob is dangerous, fearless, hard to kill,. fairly good in CC and scoring. I like it.
changerofways wrote:So the strength of noise marines is that they can ignore cover and pump out large amounts of shots to take down ADL tau lists and FMCs.
strong units to consider taking:
an ADL with quad gun
MSUs of noise marines with blastmasters and IoE
10 man squads of noise marines with rhinos, sonic blasters and IoE
a chaos sorcerer or two with ML 3 and a spell familiar
heldrakes
autocannon havocs
tri-las predators
obliterators
I forget the rules, but do you need to take a 10 man squad to have 2 blastmasters? If you can take 5 man squads.
i dont like the 20 man squad. it is too big for special weapons and doesnt have sonic blasters
Sonic blasters are worth the points because they double your marines rapid fire range to 24", turning them from being an annoyance at 24" to reaching their maximum potential. Marines are at their maximum potential when they are rapid firing.
You have some errors there, Sonic blasters are Salvo 2/3 meaning that you either shoot twice at 12" while moving, or 3 times at 24" while stationary. This means that moving NM squads with sonic blasters is not such a good idea. Or putting them in rhinos. However, infiltrating them as the OP suggests is a strong use.
I also disagree with the idea that it is good to put IoE on small MSU squads. It is very pricey and best reserved for 10+ man squads.
I would say that good NM combos are:
*5 man MSU with Blastmaster
*5 man MSU with BM & 3 SB
*6 man MSU with BM & 4 SB (fluffy number)
*10 man with 2 BM 7 SB, with or without IoE
*10+ man with ccw, doom siren, IoE. Add lightning claw/pwr wp to Champ if you like - Transport in Rhino w/ Dirge caster , Land Raider w/ Dirge caster, Infiltrate or Outflank.
A good combo to run with several units of NM are sorcerors, hoping for Symphany of pain. Buffing the CC unit of NMs isn't bad either.
Depending on opposition, I am also fond of the combo
*5 man MSU with 4 SB, behind Aegis with Quad Gun. Fearless is good for a small scoring unit manning such a gun. Also puts out plenty of bonus shots vs FMC, Fliers and light transports. Particularly useful vs Orks (where Dakkajets and Trukks have AV10)
Good luck!
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![[Post New]](/s/i/i.gif) 2013/11/22 15:10:55
Subject: Help building a Noise Marine army please!
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Definitely another one of your good lists, l0k1.
Some bikes (unmarked even) with 2x Melta Gun would be a great scalpel unit for taking apart armor if you want to deploy your Obliterators and alternate between Lascannon/Autocannon. This means that you have more deployed with which to force your opponent to spread fire.
Because Heldrake.
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![[Post New]](/s/i/i.gif) 2013/11/22 16:06:06
Subject: Help building a Noise Marine army please!
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Incubus
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This gave me some good ideas, thanks for the list post!
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![[Post New]](/s/i/i.gif) 2013/11/22 19:49:43
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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Some great points guys. Thanks for the help. I'll have to figure out all the points and see where I come out. I'm definitely going to switch the comms relay for the quad gun since I'm lacking in anti air. I may also switch the noise marine blob to slannesh marked marines with IoE and dual melta guns for tank popping.
As for an unmarked bike squad with melta, this could work, but I'm hesitant to run just one squad as they could easily be dealt with. Then again, with so many possible units infiltrating this may give them the chance they need to close in.
Sorcerers, Iwould like to have a few, but I need the lord to get noise marines as troops and Huron adds to the theme of infiltrating things.
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This message was edited 2 times. Last update was at 2013/11/22 20:00:42
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![[Post New]](/s/i/i.gif) 2013/11/25 09:50:39
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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Ok so I've done some revisions and added some things. Let me know what you guys think.
Aegis Defense Line 100pts
Quad Gun
Lord 190pts
MoS
Lightning Claw
Burning Brand
Votlw
Sigil of Corruption
Steed Of Slannesh
Gift of Mutation
Melta Bombs
Huron Blackheart 160pts
10 Noise Marines 240pts
2 Blastmaster
10 Noise Marines 240pts
2 Blastmaster
5 Noise Marines 134pts
1 Blastmaster
3 Sonic Blaster
20 Noise Marines 395pts
IoE
Doom Siren
Heldrake 170pts
Heldrake 170pts
3 Obliterators 237pts
MoN
Votlw
3 Obliterators 237pts
MoN
Voltw
3 Terminators 112pts(Power Axes on all)
2 Combi Melta
Combi Melta on the Champ
3 Terminators 112pts(Power Axes on all)
2 Combi Melta
Combi Melta on the Champ
total 2497pts
Terminators deeps strike to pop armor. Huron infiltrates as many units as possible. The lord goes with the blob to outflank. The small squad camps on the quad gun.
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This message was edited 3 times. Last update was at 2013/11/25 09:54:48
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![[Post New]](/s/i/i.gif) 2013/11/25 13:08:03
Subject: Re:Help building a Noise Marine army please!
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Flailing Flagellant
Columbus, OH
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One of the main problems with the list, and any Noise Marine list is the lack of AP2. You might drop the Blastmaster from the 5 man squad as if they are on the Quad Gun
and shooting at air then the Blastmaster cant fire it's S8 as its a template anyways. Maybe instead use the points for two Meltas or Plasma Guns on the large squad. YMMV but I also have not been a big fan of the Burning Brand.
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![[Post New]](/s/i/i.gif) 2013/11/26 06:45:31
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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I could switch the 20 man blob from Noise Marines to CSM with the Mark and Plasma/Melta. Also, the Blastmaster can fire in a non template mode at reduced strength which would be good vs FMC.
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This message was edited 1 time. Last update was at 2013/11/26 06:46:23
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![[Post New]](/s/i/i.gif) 2013/11/27 01:19:56
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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Any other insights?
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![[Post New]](/s/i/i.gif) 2013/11/28 08:07:15
Subject: Help building a Noise Marine army please!
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Pulsating Possessed Space Marine of Slaanesh
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I approve. Dual termicide should be decent threat to most things, even after it has landed and Melta'd something. Consider including a power fist in each squad as this would increase your chances of dealing with any armour that you fail to kill with melta.
Gift of mutation on your lord is easily dropped IMHO.
Noise marines or marked marines is a matter of taste, and also if you want to run all three weapons or not. I guess you now take bolt pistol/ccw? I'd add boltguns as well. For normal marines that is more expensive, taking them to the cost of basic noise marines when you also add MoS. Noise marines with all weapons is just one point more, and also fearless even if your lord dies. However, if you want meltaguns instead of doom siren, this is the way to go. I think you have enough melta with your termicide squads, and the noise marine add character to the list so I would keep them.
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![[Post New]](/s/i/i.gif) 2013/11/28 16:00:39
Subject: Re:Help building a Noise Marine army please!
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Hellacious Havoc
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Also don't forget to give them the Icon of excess for the FNP special rule
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I am changed . . . an outcast now. |
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![[Post New]](/s/i/i.gif) 2013/11/28 19:14:05
Subject: Re:Help building a Noise Marine army please!
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Sacrifice to the Dark Gods
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Realy like your 2nd list, only thing i wanted to point out was, unless im reading this wrong or its diffrent in my UK version of the codex, is that it says you can only have one blastmaster per 10 models in the squad, not 5. Please correct me if im wrong.
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Targeting Tau Since 2001 |
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![[Post New]](/s/i/i.gif) 2013/11/28 19:41:57
Subject: Help building a Noise Marine army please!
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Mutated Chosen Chaos Marine
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They faq'd the noise marines to be able to take two blastmasters per 10 man squad.
westiebestie - I was thinking that switching to marked marines with dual plasma/melta and IoE will help vs 2+ armor save infantry and also against vehicles, while also freeing up some extra points. The boon on the lord was just because I had left over points. As for Melta terminators, I don't usually find 6 combi meltas that effective at doing the job. Power fists/chain fists would help but again points, which is why I went with axes for the +2 strength and ap 2.
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This message was edited 1 time. Last update was at 2013/11/28 23:54:05
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