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![[Post New]](/s/i/i.gif) 2016/09/19 18:39:06
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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Playing a team tournament tomorrow, thinking about running this:
Crimson Slaughter Supplement
7x Noise Marines, 7x Sonic Blaster, Icon of Excess.
1x Noise Champ, Combi-bolter
Specialists: Guerrilla- Pref Enemy, Weapon- Tank Hunter, Indom- Adamantium Will
Obviously I would primarily sit back and try to nuke as much as possible with 3 shots per Noise Marine. I thought about dropping the Icon, the Combi-bolter, and a Sonic Blaster for a Rhino but I think the amount of fire I can lay down and have FNP is better than the slight mobility the Rhino gives. The other thought was trading the Icon for a Blastmaster, but I feel with 8 models I need overall survivability over one beefed up weapon.
****EDIT*****
Here's the list as it stands now. It's currently 5-0. This way you don't have to go digging to find it.
200 PTS:
Crimson Slaughter Supplement (Gives Fear)
6x Noise Marine, 6x Sonic Blaster, 3x Extra CCW, Rhino
Noise Champion, Doom Siren, Bolt Pistol, CCW
Specialists: Preferred Enemy, Master Crafter, Exploit Weakness
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This message was edited 3 times. Last update was at 2016/10/14 14:48:15
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![[Post New]](/s/i/i.gif) 2016/09/19 20:02:30
Subject: [200] - Noise Marines Kill Team
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Judgemental Grey Knight Justicar
Northern Texas, USA
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You may want a Rhino.. they're really OP in Killteam games since most things can't deal with them. Also, remember that 2 of the missions involve moving... so you may not want to build a list solely around sitting and shooting.
Just for my own knowledge, (and I don't know much about Noise Marines) but are they a troops, elite or fast choice? Remember that the force org (unless this is a formation) shows 0-3 troops, 0-1 elite, 0-1 fast (I assume they are elites?)
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![[Post New]](/s/i/i.gif) 2017/08/19 19:25:17
Subject: [200] - Noise Marines Kill Team
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Lesser Daemon of Chaos
New England
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Remember- each model is it's own unit in kill team... The only one who gets FNP is the guy with the icon of excess.
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![[Post New]](/s/i/i.gif) 2016/09/19 20:56:55
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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xTHExCLINCHERx wrote:You may want a Rhino.. they're really OP in Killteam games since most things can't deal with them. Also, remember that 2 of the missions involve moving... so you may not want to build a list solely around sitting and shooting.
Just for my own knowledge, (and I don't know much about Noise Marines) but are they a troops, elite or fast choice? Remember that the force org (unless this is a formation) shows 0-3 troops, 0-1 elite, 0-1 fast (I assume they are elites?)
After reading the rules a little more closely I definitely see the benefit of a Rhino. They're elites.
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![[Post New]](/s/i/i.gif) 2016/09/20 13:09:14
Subject: Re:[200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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So the new list is:
200 PTS:
Crimson Slaughter Supplement (Gives Fear)
6x Noise Marine, 6x Sonic Blaster, 3x Extra CCW, Rhino
Noise Champion, Doom Siren, Bolt Pistol, CCW
The idea is to cruise up and down the battlefield in the Party Bus pumping sweet tunes from my Champion. My question to Mathhammer players is what has a higher chance of wounding MEQ's, Preferred Enemy or Rending?
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This message was edited 1 time. Last update was at 2016/09/20 13:09:34
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![[Post New]](/s/i/i.gif) 2016/09/20 14:25:06
Subject: [200] - Noise Marines Kill Team
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Judgemental Grey Knight Justicar
Northern Texas, USA
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I think preferred enemy is better because even if you do rend, there's going to be a cover save. Killteam games "should be" on a board loaded with terrain anyway... but YMMV.
Also, don't forget about your specialists too... they can really add a lot of depth and flexibility to the list.
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This message was edited 1 time. Last update was at 2016/09/20 14:25:37
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![[Post New]](/s/i/i.gif) 2016/09/20 14:45:05
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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xTHExCLINCHERx wrote:I think preferred enemy is better because even if you do rend, there's going to be a cover save. Killteam games "should be" on a board loaded with terrain anyway... but YMMV.
Also, don't forget about your specialists too... they can really add a lot of depth and flexibility to the list.
Sonic Blasters have 'Ignores Cover'
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![[Post New]](/s/i/i.gif) 2016/09/20 14:55:01
Subject: [200] - Noise Marines Kill Team
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Well then. Rending sounds delicious.
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![[Post New]](/s/i/i.gif) 2016/09/20 17:34:18
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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So right now I am working with:
200 PTS:
Crimson Slaughter Supplement (Gives Fear)
6xNoise Marine, 6x Sonic Blaster, 3x Extra CCW
Specialists: Dirty Fighter - Fleshbane (Melee attacks only, on one with an extra CCW), Guerilla - Preferred Enemy, Weapon - Rending (Shooting attacks only)
Noise Champion, Doom Siren, Bolt Pistol, CCW
Rhino
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This message was edited 1 time. Last update was at 2016/09/20 17:41:26
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![[Post New]](/s/i/i.gif) 2016/09/21 13:55:34
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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Well, I brought this exact list and completely wrecked face. So much so I kind of feel bad, lol.
Game 1 was against Dark Angels. I did lose 2 Marines to a biker, but other than that I dominated the game and won 6 - 0 (First Blood, Slay the Leader, break the enemy, and 3 points for holding the objective)
Game 2 was against Imperial Guard and it was hold 3 objectives, each one worth 1 point. I tabled him turn 3 as all of my models killed what they shot at and he failed break tests miserably. I won 5-0 (First blood, slay the leader, break the enemy, and 2 objectives held.)
Game 3 was against Tau, and he stood a decent chance of beating me as it was the "move your models off the enemy's table edge". He deployed poorly though, even though I deployed first being the attacker. He had 3 stealthsuits, one with a Fusion Blaster with the upgraded range. He got too preoccupied trying to get in as close as possible to use the longer Melta range, and as a result he missed turn 1, and I killed all 3 of his stealth suits turn 2 with my Doom Siren. After that he tried glancing on 6's with his 5 fire warriors and managed to score only 1 hit point. Turns 3 and 4 I went flat out and won 10-0 (8 models off the board, First Blood, Slay the Leader)
So all in all a VERY strong list. So much so I apologized to my opponents. But I did win, lol.
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![[Post New]](/s/i/i.gif) 2016/09/22 13:01:34
Subject: [200] - Noise Marines Kill Team
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Shas'ui with Bonding Knife
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Dark_Apostle_Spartachris wrote: xTHExCLINCHERx wrote:You may want a Rhino.. they're really OP in Killteam games since most things can't deal with them. Also, remember that 2 of the missions involve moving... so you may not want to build a list solely around sitting and shooting.
Just for my own knowledge, (and I don't know much about Noise Marines) but are they a troops, elite or fast choice? Remember that the force org (unless this is a formation) shows 0-3 troops, 0-1 elite, 0-1 fast (I assume they are elites?)
After reading the rules a little more closely I definitely see the benefit of a Rhino. They're elites.
whilst vehicles are strong in kill teams, remember that because every model counts as its own unit, only 1 marine can get in the rhino at any one time.
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2016/09/22 13:55:47
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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mixer86 wrote: Dark_Apostle_Spartachris wrote: xTHExCLINCHERx wrote:You may want a Rhino.. they're really OP in Killteam games since most things can't deal with them. Also, remember that 2 of the missions involve moving... so you may not want to build a list solely around sitting and shooting.
Just for my own knowledge, (and I don't know much about Noise Marines) but are they a troops, elite or fast choice? Remember that the force org (unless this is a formation) shows 0-3 troops, 0-1 elite, 0-1 fast (I assume they are elites?)
After reading the rules a little more closely I definitely see the benefit of a Rhino. They're elites.
whilst vehicles are strong in kill teams, remember that because every model counts as its own unit, only 1 marine can get in the rhino at any one time.
pg 20 of Kill Team rules: " Transport Vehicles: Transport vehicles can carry a number of models equal to their Transport Capacity (but following all of the normal restrictions), regardless of which unit they were selected from during Kill Team selection. However, only models that were selected as part of the same unit during Kill Team selection, and were assigned a Dedicated Transport, can begin the game embarked upon their Dedicated Transport."
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![[Post New]](/s/i/i.gif) 2016/09/23 05:57:11
Subject: [200] - Noise Marines Kill Team
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Shas'ui with Bonding Knife
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Transport Vehicles: Transport vehicles can carry a number of models equal to their Transport Capacity (but following all of the normal restrictions)
Normal restrictions is key i believe. Normally only 1 unit may be in a transport at any one time (remember Characters that join a unit count as part of the unit).
As Kill Team explicitly states that all models individually count as a unit, only 1 may occupy the transport at any one time.
worth clarifying.
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2016/09/23 12:53:58
Subject: Re:[200] - Noise Marines Kill Team
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Moustache-twirling Princeps
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How exactly is a Rhino OP? Are people honestly not taking antitank?
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![[Post New]](/s/i/i.gif) 2016/09/23 14:05:42
Subject: [200] - Noise Marines Kill Team
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Automated Rubric Marine of Tzeentch
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mixer86 wrote:Transport Vehicles: Transport vehicles can carry a number of models equal to their Transport Capacity (but following all of the normal restrictions)
Normal restrictions is key i believe. Normally only 1 unit may be in a transport at any one time (remember Characters that join a unit count as part of the unit).
As Kill Team explicitly states that all models individually count as a unit, only 1 may occupy the transport at any one time.
worth clarifying.
It specifically says that a transport may carry a number of models equal to its carry capacity. Not units. Models. Normal restrictions are things like not being able to carry bikes or jump packs. Automatically Appended Next Post:
I think it costs more for some armies, or opportunity cost perhaps? Or maybe they're only bringing one model with antitank and it might not be able to kill a vehicle in one turn. Idk, I try to bring at least a few that can put out at least a glance a turn. I question this as well. Of course, there's always people just making fun lists without considering what their opponent will bring. /shrug
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This message was edited 1 time. Last update was at 2016/09/23 14:08:53
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![[Post New]](/s/i/i.gif) 2016/09/23 14:20:22
Subject: [200] - Noise Marines Kill Team
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Moustache-twirling Princeps
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BossJakadakk wrote:
Automatically Appended Next Post:
I think it costs more for some armies, or opportunity cost perhaps? Or maybe they're only bringing one model with antitank and it might not be able to kill a vehicle in one turn. Idk, I try to bring at least a few that can put out at least a glance a turn. I question this as well. Of course, there's always people just making fun lists without considering what their opponent will bring. /shrug
Maybe I just take for granted all my lists have at least one reliable way to knock out armor, usually without a cover save granted. My go-to right now is a MM AB in Marines, for instance. Not sure about other armies though, but Marines will knock out a Rhino pretty fast.
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![[Post New]](/s/i/i.gif) 2016/09/23 14:29:34
Subject: [200] - Noise Marines Kill Team
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Automated Rubric Marine of Tzeentch
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em_en_oh_pee wrote:BossJakadakk wrote:
Automatically Appended Next Post:
I think it costs more for some armies, or opportunity cost perhaps? Or maybe they're only bringing one model with antitank and it might not be able to kill a vehicle in one turn. Idk, I try to bring at least a few that can put out at least a glance a turn. I question this as well. Of course, there's always people just making fun lists without considering what their opponent will bring. /shrug
Maybe I just take for granted all my lists have at least one reliable way to knock out armor, usually without a cover save granted. My go-to right now is a MM AB in Marines, for instance. Not sure about other armies though, but Marines will knock out a Rhino pretty fast.
Yeah, I try to make sure I can deal with anything that might show up. I just figure some people don't haha.
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![[Post New]](/s/i/i.gif) 2016/09/23 16:52:13
Subject: Re:[200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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It ended up being OP for a few reasons:
1. Every army had an answer, but the problem they faced was they only had an answer. Not multiple. The Tau I faced had a Fusion Blaster, but he missed and I obliterated him with Sonic Blasters. The IG army had a missile team and an autocannon. I made sure to put myself to where the teams would have to move to get line of sight. The Dark Angels had the best answers, but as is the case with Plasma he lost a model turn 2 to Gets Hot and couldn't roll a 4+ to glance/pen before I killed his other Plasma bike.
2. On the match where all I had to do to score was get models off the table edge I took out the one guy who could reliably damage my Rhino and then flat-out'd off the board edge.
3. In city maps you can use it to block off alley-ways and prevent enemy models from getting to objectives. This came in really handy against the Dark Angels' bikes.
4. Using it conjunction with the Doom Siren created an ideal way of delivering Str 5 AP 3 Ignores Cover death to everything. I used my Master Crafted and Preferred Enemy shooters until I brought the party to the enemy.
5. I got to call it "The Party Bus" the whole time, which made me laugh.
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![[Post New]](/s/i/i.gif) 2016/09/23 17:00:41
Subject: [200] - Noise Marines Kill Team
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Moustache-twirling Princeps
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So it sounds like your opponents suffered from a lack of answers, more than it being OP.
One shot from an Ignores Cover Multimelta would pretty much do it, so some builds (LotD, Biker Marines) are going to give you issues.
Just a heads up for future games. I personally view the Rhino as a liability, but I would rather get more kill power than a 3HP target that can get glanced by S5 guns.
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![[Post New]](/s/i/i.gif) 2016/09/26 13:29:56
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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em_en_oh_pee wrote:So it sounds like your opponents suffered from a lack of answers, more than it being OP.
One shot from an Ignores Cover Multimelta would pretty much do it, so some builds ( LotD, Biker Marines) are going to give you issues.
Just a heads up for future games. I personally view the Rhino as a liability, but I would rather get more kill power than a 3HP target that can get glanced by S5 guns.
I faced a Dark Angels army that even had a Disintegrator Marine upgrade. He had 3 bikes, all of which died fairly easily. He lost one when he re-rolled a failed to hit on his Twin-Linked and it came up a one, and the other two died to my "Ignores Cover" Salvo 2/3 Sonic Blasters.
I also faced an army with a Multi-Melta in the form of a Tau Fusion Blaster. All the advantages where on his side. His model had infiltrate, PE, and he got first turn. He rolled a 2. Even if he was a MEQ it wouldn't have mattered. Dude became a crater on my turn.
I am by no means saying this list is unbeatable. I did, however, face 3 armies all that had strength 7+ weapons and won all three games by a large margin.
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![[Post New]](/s/i/i.gif) 2016/09/26 14:47:32
Subject: [200] - Noise Marines Kill Team
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Moustache-twirling Princeps
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Dark_Apostle_Spartachris wrote: em_en_oh_pee wrote:So it sounds like your opponents suffered from a lack of answers, more than it being OP.
One shot from an Ignores Cover Multimelta would pretty much do it, so some builds ( LotD, Biker Marines) are going to give you issues.
Just a heads up for future games. I personally view the Rhino as a liability, but I would rather get more kill power than a 3HP target that can get glanced by S5 guns.
I faced a Dark Angels army that even had a Disintegrator Marine upgrade. He had 3 bikes, all of which died fairly easily. He lost one when he re-rolled a failed to hit on his Twin-Linked and it came up a one, and the other two died to my "Ignores Cover" Salvo 2/3 Sonic Blasters.
I also faced an army with a Multi-Melta in the form of a Tau Fusion Blaster. All the advantages where on his side. His model had infiltrate, PE, and he got first turn. He rolled a 2. Even if he was a MEQ it wouldn't have mattered. Dude became a crater on my turn.
I am by no means saying this list is unbeatable. I did, however, face 3 armies all that had strength 7+ weapons and won all three games by a large margin.
Looks like bad dice more than anything else, which happens. Let me know how it goes in the future against armies that don't roll badly and pop that Rhino on T1. I feel like highly mobile armies will cause you headaches once that happens.
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![[Post New]](/s/i/i.gif) 2016/10/14 14:32:02
Subject: [200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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em_en_oh_pee wrote:
Looks like bad dice more than anything else, which happens. Let me know how it goes in the future against armies that don't roll badly and pop that Rhino on T1. I feel like highly mobile armies will cause you headaches once that happens.
Played a game against Ultra-Smurfs. My opponent brought 15 models total. He brought a missile launcher and 2 heavy bolters. I managed to kill the missile launcher and one of the heavy bolters by turn 2. The missile launcher was able to take off a hull point. The last heavy bolter actually managed to whittle my Rhino down to 0 as my opponent continuously rolled 6's to wound and didn't fail an armor save until turn 4 on that model.
In the end though I tabled him turn 5. Even had I not, we were playing the mission where you have 3 objectives, and I controlled 2 of them. I also had First Blood, Break the Enemy, and Slay the Leader.
I'll be playing a tournament again Sunday with this list and I'll let you know how it fairs against the armies there. So far it's 5-0 and my opponents have yet to score against me. Not saying it's not possible, of course.
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![[Post New]](/s/i/i.gif) 2016/10/15 03:16:52
Subject: [200] - Noise Marines Kill Team
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Moustache-twirling Princeps
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Wish I had my LotD list built. 3++ and Ignores Cover weapons.
But good to hear you are rocking it out... I guess literally, because Noise Marines.
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![[Post New]](/s/i/i.gif) 2016/10/15 06:46:20
Subject: Re:[200] - Noise Marines Kill Team
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Dakka Veteran
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I am a strong advocate for Blast-masters, and highly recommend 1 or 2 models with one. Make them a specialist with either infiltrate or relentless and you will reap the rewards. a Str 8 ap 3 blast weapon with ignore cover means there is nothing that can save you from this weapon. Try it out first as sometimes people just don't like blast weapons and have really bad luck with scatter. Note: against bikes, ignore cover means jinking won't save eldar or SM bikes.
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This message was edited 1 time. Last update was at 2016/10/15 06:48:10
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![[Post New]](/s/i/i.gif) 2016/10/15 14:41:12
Subject: Re:[200] - Noise Marines Kill Team
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Regular Dakkanaut
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It's not, every decent player I have fought so far have ways of easily killing it(i use scatterlaser platforms and warp spiders in my list for a total of 14 s6 shots at bs4, 4 of which are 36" range and the rest can hop away if you wanna shoot them).
It seems good cause most people who don't think too hard only bring s4, maaaybe one heavy gun that MIGHT hit. But overall it's easy to pop and make the Marines inside it footslog against my mass shots.
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![[Post New]](/s/i/i.gif) 2016/10/17 18:03:52
Subject: Re:[200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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Played a tournament yesterday. TL;DR My list was the strongest -non-Forge World- list. I took second. I did make one last minute change, and dropped 1 marine and the Doom Siren in favor of a Blastmaster and a Combi-Melta on my Champion. I am glad I did.
Here's the breakdown:
Game 1 was "Headhunter" against Genestealers. You got 1 point per Specialist killed, 3 points for the leader, and the other 4 normal secondaries. Let me tell you about these buggers. They're a nightmare. He brought 15 total. The "Sergeant" is 3 damn wounds and WS7. Oh, and they're all LD 10. So needless to say I kept everyone in the Rhino and picked them off as they ran up. Turn 4 he had the remaining 6 or so close enough so I disembarked and fired the Salvo 2 and wiped out the remaining forces. I ended up winning 9-0
Game 2 was 3 Objectives worth 1pt a piece at the end and normal secondaries against "Celestial Knights" which is an Iron Hands successor. He had 5 Sternguard in a Razorback with a TL-Lascannon. He chose to go second and stole the initiative. His first turn he shot at my Rhino with the Lascannon, rolled a 1 and then a 2. My shooting phase I shot back with my Blastmaster, it scattered onto his rear armor, I pen'd, rolled destroy weapon, and managed to roll to destroy the Lascannon (he had a Storm Bolter on it as well). Couldn't have been more perfect. The rest of the game was spent picking off his Space Marines one by one until I tabled him turn 3. However, because I focused on killing him I only score 3 points. Final score 3-0
Game 3 was where I faced the only person who brought a Forge World army. This dude brought a Renegades of Vraks list with a Medusa and 30 Renegades. The mission was the one where there is an attacker and defender, and the attacker must get his models off the opponent's board edge. Of course, he won the roll and chose Attacker. Not only was I grossly out matched model wise, he also got to use what's normally a Heavy Support Tank (12/10/10 with a STR 10 AP 2 large blast gun) in an elite slot. He destroyed my Rhino turn 1, turn 2 he took out 2 of my noise marines, and had chose to just run his Renegades. By turn 3 it was very apparent how lopsided the match up was and I conceded.
The dude with the FW army took 1st, and everyone voted to not allow FW at our next tournament because of it. What also did not help his case was his army was 3/4 Unpainted or Unassembled (missing heads, arms, guns...) and the tank he used was a "counts as" model. It was a Russian artillery tank from an entirely different game. His army really detracted from a lot of player's experience as we had several brand new players. Even those of us who;d been playing a while saw his army and said "Really? You brought that to a friendly tournament?"
Ok, rant over. All in all, I still firmly believe that Noise Marines is one of the strongest Kill Teams available for GW's rules. I am now 8-0 against GW and 0-1 against FW.
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![[Post New]](/s/i/i.gif) 2016/10/17 18:19:52
Subject: Re:[200] - Noise Marines Kill Team
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Humming Great Unclean One of Nurgle
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Blastmaster is regular Blast? Then scattering onto rear armor wouldn't do anything-you'd still be considered to hit front armor.
Is it Barrage? Then you're always considered to hit side armor.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2016/10/17 18:40:30
Subject: Re:[200] - Noise Marines Kill Team
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Crazy Marauder Horseman
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JNAProductions wrote:Blastmaster is regular Blast? Then scattering onto rear armor wouldn't do anything-you'd still be considered to hit front armor.
Is it Barrage? Then you're always considered to hit side armor.
Either way I rolled a 5 on Strength 8. We may have played it wrong, but the result was the same regardless. 11/11/10. Str 8+5=13.
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![[Post New]](/s/i/i.gif) 2016/10/17 18:40:57
Subject: Re:[200] - Noise Marines Kill Team
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Humming Great Unclean One of Nurgle
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Ah, gotcha. Right you are-but remember that for the future.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2016/10/18 05:48:31
Subject: [200] - Noise Marines Kill Team
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Beast of Nurgle
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I read this discussion because I'm interesting about Noise Marines in Kill Team (maybe we start a campaign sooner or later)
I play also renegades of Vraks and they are terrible, I know, but why he has 30 Renegades, is not 20 bodies the maximum for Kill Team? Furthemore for have heavy support in the elite choice he needs the HQ Demagogue and in KT you can't have HQ choice................... so his list is illegal
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This message was edited 1 time. Last update was at 2016/10/18 05:49:00
My Armies:
CSM (Death Guard/Apostles of Contagion)
Daemons of Nurgle (VII Legion of Nurgle)
R&H (Veterans of Vraks) |
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