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-Mark of Slaanesh
The primary idea of this guy is to take out large targets of the enemy, such as Hive Tyrants or other nasties that the other units of the army will have trouble with, and to act as a deterrent. Also, he is able to deal great damage to small elite units, like Space Marines, where he should be able to wipe out the entire squad in two assault phases, assuming they stick around. And against hordes, he'll probably deep strike to the backfield to go after the shooty units/synapse/ whatever else if I don't think I'll be able to reach by flying. Am open to suggestions on what to use and possible better load outs/uses for this guy. Can also double duty as Anti-Tank if need be.
Wings - To give him some speed and the ability to redeploy quickly to new threats.
Mark of Slaanesh - Initiative 6 means that he should hit even with tooled out Hive Tyrants, which is the kind of unit I intend this guy to go after, and also beats most special characters/HQ s like Chaplains.
Warp Time - Because I like having the re-rolls to offset my incredibly bad luck.
x10 Noise Marines
-x9 Sonic Blasters
-x1 Blast Master
This is my main fire-base squad. High initiative with two attacks each means that they'll go first against most things, and only truly elite units will go before they do, most of which are in the Tyranid army which is the use for this squad. The number of shots this squad puts out should whittle down most squads to the point that if they do assault the Noise Marines who (hitting first hopefully) should be able to repulse the assault. The Blast Master is still up in the air for me. I like that it gives the squad a heavy weapon to take down everything but like Land Raiders.
x5 Noise Marines
-Champion w/ Doom Siren, Power Weapon
-x4 Sonic Blasters
x5 Noise Marines
-Champion w/ Doom Siren, Power Weapon,
-x4 Sonic Blasters
No mystery here. Willing to bump one/both these squads up if I can find the points. They are supposed to hold in their transport, rushing up and possibly using the Doom Siren out the firepoint of the Rhino to clear out an objective of infantry. Then if necessary (and their rhino is not destroyed) they'll hop out and assault what's left of the enemy unit. Two Doom Siren hits followed by some decent assault potential should be able to clear an objective in one/two turns.
Heavy Support -
-x3 Dreadnought Close Combat Weapons
Anti-Tank, up to an kind of including Land Raiders, depending on anti-tank will run up along the two advance squads and help the Daemon Prince take out big targets in CC. I don't expect to face many Land Raiders/Monoliths at 1000pts, but... Well I could swap this out for two Obliterators or shuffle points to get a TL lascannon. Thoughts?
Simple enough. The Large Noise Marine squad stays on/near an objective, or in a good firing position. Since they have Sonic Blasters they can move and fire as well if they need to redeploy. The two smaller squads in rhinos go after objectives along with the Daemon Prince and depending on the amount of anti-tank the Defiler.
If anti-tank isn't tolerable for that, or there is a strong danger of deepstriking/drop podding/outflanking enemy forces the Defiler will hang back and bombard until such a time that the units hit my backfield. The Demon Prince should be able to handle the big things I run into at the front lines.
But I'm extremely new to Chaos. I've played a fair number of games using proxies (the only models I have are a Terminator Lord and two boxes of Terminators, which I got splitting the cost with a guy. The three terminator and lord box set, so I'm open to changes in models I should buy.).
I've found I favor the Noise Marine because it seems a good compromise. It can put out enough shots to the point that assuming 4+ cover saves (not unreasonable) they kill marines better than Thousand Sons of an equal cost, give or take. The Blastmaster is also a potentially devastating weapon. All of the weapons in the unit can be shot on the move albeit at a lower volume or power, and if necessary they can assault afterwards. Being faster than most basic infantry also gives an advantage that I like. As a Tau player of some experience (about a year or so) I like the Noise Marine as it is kind of the 'super-unit' I've always wanted. High volume of shots, marine stat-line with better initiative, fearless, power weapons, and the always incredible Doom Siren.
But if you think I'm missing something, please point it out.
You don't have anything to blow up and tanks except one shot from the defiler, and one shot from the blastmaster if the unit stays still. It seems you are heavy geared to do some shooting, but a tank or two could cause a problem for you. If a walker or dreadnaught gets to your guys they're toast.
"When Blood Speaks, Shadows Answer."
Where should I try to fit in more anti-tank then? What should I drop? I could lose a squad of Noise Marines but that would leave me with two troop choices, not a good thing. I appreciate the advice, but being a bit more specific would be greatly appreciated.
Last edited by ProfessorCurly; July 21st, 2008 at 08:08.