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  1. #1
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    1500pts Slaanesh, welcome input

    HQ:
    HQ?

    Elite:
    8 Chosen, IoS, Pair of Claws, 3 x Plasma Guns -229pts

    Troops:
    8 Noise Marines, NC, Doom Siren, Power Fist, 7 Sonic Blasters -250
    8 Noise Marines, 7 Sonic Blasters, 1 Blastmaster -235

    Fast Attack:
    8 Raptors, IoS, AC, PFist, 2 Meltas -240
    8 Raptors, IoS, AC, PFist, 2 Meltas -240

    Heavy Support:
    Oblit
    Oblit

    Total 1339

    Couple of points, I LOVE blastmasters and I'm very attached to the old models so would prefer to leave them in the list, I understand the huge points cost for them, but i just can leave them out. The sorcerer is designed to fly with one of the Raptor packs. I only have limited gaming experience with these new rules, (haven't played in 12years) but the biggest flaw i can see so far is playing on boards with a lack of cover. General tactic is for the veterans to infilitrate, and the raptors do the raptor thing while the noise marines foot slog and shoot, Im open to swapping raptors for bikes or one of the raptor squads for another noise marine squad.

    Cheer Spin'

    Ps Huge thanks to Karmoon for all the great info he's posted allowing me to build this list.

    Last edited by Spindle; February 25th, 2008 at 13:06. Reason: Edit made to Raptor and Nmarine squads

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  3. #2
    Member Mwab's Avatar
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    Looks good I'd say. I do have a few points to make, though.

    First on the blastmasters, while they sure are expensive yet destructive, the problem is that it serves an entirely different role compared to your sonic blasters in the same squads. When the blastmaster targets something large and tough, odds are that your regular troopers will fire all of their shots in vain. I would try to have one smaller squad including a blastmaster (perhaps two smaller squads in your case) and then a larger one with almost exclusively sonic blasters. The greater issue in your current setup is that if the blastmaster does not make use of it's single frequency heavy blast option, it will be a 40-point S5 assault2 weapon, not very worthy of it's considerable cost. Edit: and, in my own humble opinion, even inside a smaller, "naked" squad, the blastmaster is still a bit too expensive.

    A note, units do not get to purchase marks of chaos anymore, this time around it is icons. The major difference is that icons can be removed through various means, such as sniping, mind war and the like. If the icon bearer falls, the unit loses the benefit.

    The rest of the list looks fine and dandy, although I cringe at the lack of even a single power fist, heh. Claws and 'weapons will suit your Slaaneshi theme well though, what with your increased initiative.

    Do note however that your Sorceror will not be able to use both his warp time psychic power AND the special abilities of his force weapon on the same turn. It is a vicious trap to fall in to.

    All in all it looks fine, in my opinion.

    Edit 2: I should probably also note that I have very little actual tabletop experience with Noise Marines on the whole, I might very well be wrong in my thinking here. Let's wait for someone more experienced to pop in before doing anything.
    Last edited by Mwab; February 25th, 2008 at 00:06.

  4. #3
    Chilli Fueled Heretic danjones87's Avatar
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    1329 (x8)

    Quote Originally Posted by Spindle View Post
    HQ:
    Sorcerer, MoS, Warptime, Wings 150pts

    Elite:
    8 Chosen, MoS, Pair of Claws, 3 x Plasma Guns 229pts

    Troops:
    8 Noise Marines 7 Sonic Blasters, 1 Blastmaster 235
    8 Noise Marines 7 Sonic Blasters, 1 Blastmaster 235

    Fast Attack:
    8 Raptors, Mos, AC, Pair of Claws, 2 Meltas 240
    8 Raptors, Mos, AC, Pair of Claws, 2 Meltas 240

    Heavy Support:
    Oblit
    Oblit

    Total 1474
    Overall its a good list, with every unit (except the sorc) able to take on both infantry and tanks at range.

    I would swap out the lightening claws on the Raptor champions, Powerfists would be much better here. Power fists mesh better with Meltaguns, both have high Strength and low AP, which is good for hunting tanks and monsterous creatures. Powerfists also produce a greater kill ratio than lightening claws do. You have enough bodies to deal with casulties that the decreased I value problem will create. I have spent an evening conversing with Ironangel and Karmoon over the Powerfist VS Lightening claw issue and overall it was decided that the Fist is greater. All hail the fist!

    Quote Originally Posted by Mwab View Post
    Looks good I'd say. I do have a few points to make, though.

    First on the blastmasters, while they sure are expensive yet destructive, the problem is that it serves an entirely different role compared to your sonic blasters in the same squads. When the blastmaster targets something large and tough, odds are that your regular troopers will fire all of their shots in vain. I would try to have one smaller squad including a blastmaster (perhaps two smaller squads in your case) and then a larger one with almost exclusively sonic blasters. The greater issue in your current setup is that if the blastmaster does not make use of it's single frequency heavy blast option, it will be a 40-point S5 assault2 weapon, not very worthy of it's considerable cost. Edit: and, in my own humble opinion, even inside a smaller, "naked" squad, the blastmaster is still a bit too expensive.
    Good advice there Mwab, I do agree that the blastmaster being used as a anti tank weapon will waste the squads potential of massed shooting power, but the blastmaster is also a blast weapon too. Its low AP makes it ideal for taking on MEQs (space marine ewuivalents) which also massed bolter fire will damage. My opinion is stick with these and try them out. See how you feel with them and change to two small squads with blastmaster and one large squad with sonics if you feel you need to, the good thing about this is you need no different models!

    Nice list, with a few minor (and they are minor) you will have a force to be reckoned with!

    Good Luck.

    Dan

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    Thanks for the advice, the problem with the blastmasters was something I had overlooked. Have replaced one with a Champ, with meltabombs, doom siren and sonic blaster. I have plenty of models so its easy to make changes and see what works best. With One blastmaster and the other a Doomsiren its makes the squads a bit more specialised but also still flexible I think. Also added powerfists to the raptor squads.

    I had a look at removing a squad of noise marines and replacing it with 2smaller squads with blastmasters but the points cost which is really just for one weapon is too high in my mind. 140pts. If the army really struggles with antitank I might have to put my beloved blastmaster to one side and add a couple more oblits.

    Have edited the marks on the raptors and chosen, was just a typo but I didnt realise they could be taken out by snipers which was not a problem oh so many years ago, will have to read up on them. Also my rule book is in storage as Im moving and im not sure what you mean about the special abilities on the force weapon, I thought it just worked all the time, obviously something I have to go over again but will look into that asap.

    Thanks for the tips, Spin'
    Last edited by Spindle; February 25th, 2008 at 01:09.

  6. #5
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    Your list took a turn for the better Spindle (in my opinion), my sole gripe now is that your Noise Champion is not equipped with a power weapon. Unfortunately, the list is already rather tight, with every and all removal of upgrades impacting your performance in one way or another. Personally I would drop one sonic blaster from each squad and use the resulting 16 points to buy him a power weapon.

    Oh, on the icons.. I didn't mean that EVERY model armed with a sniper rifle could just pick out the icon bearer and as such "neuter" the squad, but I know of some things that are capable of singeling out their targets, even within the safety of a squad. Vindicare assassin and the afore mentioned mindwar comes to mind. (hurhur) Also, beware of the "torrent of fire" rule (I think that's the one..), meaning that if your icon bearer is THE only visible thing of your unit to the enemy squad, he WILL be the first to perish as you cannot take casualties from the rest of the squad as they are out of sight! Some people will readily try and use this against you, so place him carefully in the unit.

    Also, note that all the cult troops have the mark of their respective gods. They are permanently under their effect while the lesser units have not truly proven themselves to the god whose icon they are toting around. Or something like that.

    Edit: page 46 in the greater rule book for details on force weapons, their capabilities and restrictions!
    Last edited by Mwab; February 25th, 2008 at 06:49.

  7. #6
    Woof! Woof! Bark! Bark!!! aeroplane's Avatar
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    569 (x7)

    Just out of curiosity -- do you have enough models to do another 10-man squad of all sonic blasters? It's always seemed like an awesome force -- 10 weapons with that statline is very mobile and can cause a bunch of mayhem... The psychological effect alone would be worth it.
    My insanely large Chaos Marine Army - look

    Thier commander's motto-listen

  8. #7
    Swarm Queen of LO grimmtu's Avatar
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    Looks like a pretty good list, especially for somebody coming back from a 12 year hiatus.

    I think the Sorcerer seems a bit strange. Probably pretty good, but everybody seems to prefer the Lash. Personally, if you're going for some close-combat support for your Raptor squads, I'd suggest using a Lord w/ a Daemon Weapon because using both Warptime and the Force Weapon count as psychic powers - so you can only use one or the other each turn. The Slaaneshi daemon weapon gives you a big boost to the number of attacks you get and still lets you insta-kill enemy HQs - overall, I think it's a better choice. On top of all that is the higher weapon skill and the fact that it's not a psychic power (i.e. - your opponent can't use psychic defenses against it).

  9. #8
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    Hey all, Sat down with my list again and did a quick study, going over all the points you had raised. Had overpriced my raptors by 10points each squad to found another 20points also found I had completely misunderstoof force weapons which put a big hole in my HQ, so now I have none, but 170pts to spare which is more than enough for a Assault monster. have been thinking either. My original Post has been edited to match the current plan.
    A: Daemon Prince, Wings, MoS, Warptime 160
    B: Chaos Lord, Mos, Wings, with Pair of Claws or Daemon Weapon 145/155

    Personally not really a fan of losing wounds to my own weapons and I have a bit of a thing for lightning claws.

    Oh an aeroplane I have about 40Noise Marines, the old style solid metal ones with the guitar type sonicblasters, my original plan had 3squads of noise marines with no blastmasters, 1 squad of raptors and 2 more oblits but i changed it to put in the more assault based raptors. But the Army is easily changed as the noise marine squad costs the same as a raptor squad. Anyway anymore advice on the HQ would be greatly appreciated, but if I can find some people to play I might try out a bunch of different combinations. Since there is no Slaanesh daemon prince i will have to modify my own (hurray the best part of chaos), the new keeper of secrets looks awesome. Since this slaanesh stuff is only a small part of the models I have im trying to figure out a khorne army aswell as a heavily vehicle based night lords army will post these when I have them sorted.

    Cheers Spin'

  10. #9
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    I would say the DP is the better choice. Its only´drawback is the fact that he can alwasys be targeted, but that means he draws some heavy fire from your oblits.

    I tried the Lord with jumppack or bike several times and i must say he's not that good.. The greatest drawbacks are strength 4 and can be insta killed. Really, not very impressive..

    Now, to your NMs:

    I'm playtesting several NM loadouts fpr weeks now and i found out some things:

    1. blastmasters are nice
    2. sonicblasters are nice, too
    3. it's ok to field them in the same squad

    I use both weapons to hunt down infantery (MEQs AND GEQs). First turn they move forward and shoot assault shots, second turn they stand still and unleash hell. Second targets ('cause you have a BM) are light vehicles and monstreous creatures.

    A BM in a squad of 5 NMs to hunt vehicles is not very effective. In that case, the other 4 NMs are really not effective, they are only meatshild (expensive meatshield for a expensive weapon with str 8..)

    After some games i only youse this kind of squad:

    8 NMs
    4 SBs, 1 BM

    You have 3 meatshield NMs, and enough shots to do some damage. This squad comes down to 220 points, which is not that expensive.

    Doomsiren only fits in a squad with rhino. On a walking squad it lacks mobility and will get shot 'till it's in range for the flammer template. If you want to take a doomsiren squad i would say take 8 NMs without sonic weapons and a champ with doomsiren and power weapon in a rhino

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