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I've been playing my noise marine pretty defensively. keep them in cover, use the heavy version of their noise weapons, thing is their noise weapons can all be used as assault weapons. So, would i be optimal to kit out as many noise marines as possible with noise weapons and just go on the offensive?
Either take 6-8 noise marines with all sonic blasters; or take 6-10 men without sonics but with a champion with PW & doomsiren and mount them in a rhino.
The first squad moves to 22" range and fires assault 2 SBs. On later turns you can fire heavy 3 SBs or move forewards or backwadrs to keep your perfect 22" range especially if you feel threatened by approaching assault marines, hormagaults etc. I prefer this type of loadout as you get flexibility and plenty of firepower on the move. You find they play similar to grey knights but with less combat but more stationary firepower.
The second squad is basically a doonsiren delivery system that uses the squad to cleen up the survivours in combat at I5. It is a bit pricy and just as vulnerable to enemy fire as any ordinary CSM but the doomsiren can mean power armour enemy can be thinned out very effectively.
Blast masters can be very effective when placed in the first squad and work well along side lash of submission to create blobs to shoot at. They are expensive however and only worth the cost when firing in the static mode. I usually don't bother with them as it hampers the manouverability of the squad or you end up wasting them in the assault 2 S5 mode.
Quorn! - Protein for the Protein God.
I agree with Mad cat on blastmasters, unless they are static then they arent so effective.
I would always keep sonic noise marines moving horizontally towards threats until they are destroyed in a infantry army. In a mech list, Id suggest using either sonics with a doom siren or doom siren without sonics. leaping out of that rhino to batter a unit with the siren first then the sonics can seriously mess them up. Remember, sonics are assualt and 24 inch range. you can roam around our half of the table and leap out that rhino, still being able to shoot the enemy.
Mad cat and danjones offered some good advice. Generally speaking, the blastmaster is a heavy burden on the points. However, I'd like to add another sonic configuration that actually makes use of the blastmaster, and has proven itself for me when taken in multiples of three or more:
5x noise marines
*4x sonic blasters
The above unit is cheap. At 150 points, they aren't so overloaded with points so as to render the static option of the blastmaster an inefficient tank buster for the cost. At the same time, the squad is a very respectable swarm killer. I field three of them, which provides ample amounts of redundancy. Also, I should also say that the above unit works particularly well with other non-vehicle chaos builds that employ lots of high priority targets, such as havocs, raptors, and chosen. Given these other units, I've found the noise marines tend to stick around a while, which is probably the main reason I like them. In other words, without other high priority targets that redirect attention away from the noise marines, they rarely make their points back.
Side: Back when the new codex was first released, chaos community went mad with the blastmaster-lust. Apopular configuration was 8 noise marines (1 blast/7 sonics). A number of players were building lists that included two of these units. However, for the same cost, you could actually field three of the smaller 5 man option built above, which obviously provides an additional blastmaster at the total expense of 1 noise marines- i.e., 15 marines with 3 blasters as compared to 16 marines with only 2 blasters. At the same time, in my experience, the three squads ended up taking down more swarm units than the two larger ones, because more often than not, at least 1 sonic squad was constantly firing at a tank, which, with the 2 larger squads, only left 8 sonic marines to deal with infantry, whereas with the three smaller ones, there was 10 left to fill the same job. There is also the added benefit of having three squads as compared to two, which allows for targeting more enemy units.
Spambot kill tally. . .337
I'd often wondered how to make that Blastmaster more efficient, thanks Rabbit!
"Science has made us gods even before we are worthy of being men." - Jean Rostand
I tend to take.
Rhino, havok launcher
6 NM, blasmaster, champ + powerweapon and doom siren.
Basically pillbox till the enemy gets close and then counterattack.
Mirage Arcana Podcast
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