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Old March 6th, 2006, 01:48   #1 (permalink)
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Saithis is becoming decadent
Default Emperor's Children 1,500 points

HQ
Prince Ephen the Fallen Saint - 206
Mark of Slaanesh; Botl Pistol; Ether Lance; melta Bombs; Daemonic Aura; Daemonic Essence; Combat Drugs; Sorcerer; 3 x Minor Psychic Powers of Slaanesh

Lt. Artemis - 148
Mark of Slaanesh; Infiltrate; Daemonic Mutation; Allure of Slaanesh; Pair of Lightning Claws; Melta Bombs; Frag and Krak grenades

TROOPS
Noise marines Unit One - 240
10 Noise Marines w/ Mark of Slaanesh; Sonic Blasters

Noise Marines unit Two - 177
6 Noise Marines
Champion w/ Power Weapon; Mark of Slaanesh; Bolt Pistol; Combat Drugs; Infiltrate
4 w/ Mark of Slaanesh; Bolt Pistol; Close Combat Weapon; Infiltrate
1 w/ Mark of Slaanesh; Doom Siren; Bolt Pistol; Close Combat Weapon; Infiltrate

Noise Marines Unit Three - 280
10 Noise marines
Champion w/ Mark of Slaanesh; Power weapon; Combat Drugs; Bolt Pistol
9 w/ Mark of Slaanesh; Bolters
Rhino

Havocs Unit - 276
8 Noise Havocs
4 w/ Sonic Blasters; Tank Hunter; Mark of Slaanesh
4 w/ Mark of Slaanesh; Blastmasters; Tank Hunters

Predator - 165
Twin-linked Lascannon; Lascannon Side sponsons; Daemonic Possession

----

Strategy for each unit

** Depending on his powers, Ephen plays a few roles. One is if he gets siren and beam of slaanesh against a shooty enemy, he gets close and uses his beam to stop them shooting, and then sirens to stop being assaulted. against infiltrating armies he hangs back and uses his ether lance against them and hopefully does some damage and softens them up for some assault.

** Artemis infiltrates in with unit 2 to get in nice and close and tie up some of those pesky units that could do some potential damage if left alone. having a doom siren enables them to use a flamer plus pistols before going into combat with some good solid force.

** Unit one moves up teh field and takes the objectives its required to take, and lays down a steady rain of fire, before remaining stationary and soundly blasting the enemy (excuse the pun). having those sonic blasters might seem expensive but assault 2 or heavy 3 is too good to pass up for these fellas.

** Unit two is details above - support for artemis.

** Unit Three has the purpose to quickly take an objective and secure it. with the champion able to do some damage in combat and the bolters excellent fire support they put a few holes in the enemy as they advance and then rapidly reduce their numbers when they get too close.

** The havocs unit is there for some anti-medium infantry and anti-vehicle. they are capable of destroying monoliths and land raiders as well as broods of genestealers and those annoying fire warriors. having the sonic blasters is more of a support base for them.

** the predator has some extra fire support and is a good heavy fire magnet. it has one purpose in the game - to take out the most heavily armoured enemy vehicle, or if they dont have one, put three holes in the most threatening unit.

So, what does everyone think? is my strategy good or are there some fatal flaws that need to be fixed up.


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Old March 6th, 2006, 02:29   #2 (permalink)
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The_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountainThe_Giant_Mantis #2 is chasing his shadow up the mountain
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Not bad.. But there are some errors I can see.

Quote:
Prince Ephen the Fallen Saint - 206
Mark of Slaanesh; Botl Pistol; Ether Lance; melta Bombs; Daemonic Aura; Daemonic Essence; Combat Drugs; Sorcerer; 3 x Minor Psychic Powers of Slaanesh
Not bad.. But if you're going to be using him solo, and he doesn't roll siren (or if he messes up a siren roll) he can be killed by a single shot from a missile launcher (average cost 15-20 points for your enemy.) That's quite a tradeoff. I'd tone him down and use him in conjunction with another squad.

Quote:
Noise marines Unit One - 240
10 Noise Marines w/ Mark of Slaanesh; Sonic Blasters
Overpriced and vulnerable.. They cost the same as thousand sons, and don't have the same survivability, so a smart opponent will know to reap megapoints from them. They need to be within 24" to be effective, as well, so unless the table is very small they're going to spend precious turns wandering around.

My advice, drop the unit size slightly, have 2 marines with bolt pistols, one with a blastmaster and the rest with sonic blasters. The blastmaster is an amazing weapon and every squad should have one, in my opinion, and consider giving them infiltrate or a rhino to get them quickly into firing positions.

Quote:
Noise Marines unit Two - 177
6 Noise Marines
Champion w/ Power Weapon; Mark of Slaanesh; Bolt Pistol; Combat Drugs; Infiltrate
4 w/ Mark of Slaanesh; Bolt Pistol; Close Combat Weapon; Infiltrate
1 w/ Mark of Slaanesh; Doom Siren; Bolt Pistol; Close Combat Weapon; Infiltrate
These guys are quite well constructed, but there's a lot of stuff you could stand to lose. The combat drugs on the champion simply aren't going to be cost effective, so I'd get rid of them. Also, this is a personal thing, but I'd replace the doom siren with a blastmaster.. In my opinion it's just as effective as a pre-assault weapon, and gives the squad much more flexibility.

Quote:
Noise Marines Unit Three - 280
10 Noise marines
Champion w/ Mark of Slaanesh; Power weapon; Combat Drugs; Bolt Pistol
9 w/ Mark of Slaanesh; Bolters
Rhino
I hate to say it, but I don't think this unit is going to work. I know you're going for flexibility, but it looks to me like it's just going to wind up being unwieldy and not cost effective for anything you're going to use it for. My advice, use an infiltrating sonic weapon squad (see my recommendations for squad one) with a cc champion (again, combat drugs are a bit overkill) as an objective holding unit. Their firepower will be far more deadly than a load of bolters, and if they have some ablative cc troopers and the champion, they will also be able to withstand a bit of CC.

Quote:
8 Noise Havocs
4 w/ Sonic Blasters; Tank Hunter; Mark of Slaanesh
4 w/ Mark of Slaanesh; Blastmasters; Tank Hunters
This isn't a bad unit at all, but I think it could be better if you focused a little more on its role. Personally, I'd suggest 6 (I know a champion won't do much, but he's a free attack) with 4 blastmasters and 2 bolters or bolt pistols. That way, you won't end up wasting shots firing sonic blasters at vehicles or at targets over 24" away (ideally, this unit should stay far away from enemy troops.)

Quote:
Predator - 165
Twin-linked Lascannon; Lascannon Side sponsons; Daemonic Possession
A great choice.

With the points you can save from shaving the uneccesary bits.. I'd suggest buying a squad or two of daemonettes. They're fantastic, and will work well with your infiltrator squad.

Last edited by The_Giant_Mantis; March 6th, 2006 at 02:39.
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