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Ok I know that Berserkers excel in close combat and Plague marines are ideal for sitting on objectives are they are pretty much indestructable to most weapons. However, I have no clue how to use Thousand sons or Noise marines. Could you help me out please?
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
That's an easy one.Basicaly you use Thausand Sons for MEQs, they will start droping like leaves after a rapid fire shooting.For Noise Marines it's a little diferent.I usualy run them as anti horde unit (everyone equipted with a sonic blaster).But with they're higher I and fearlessness they can be pretty assaulty too.I think Noise Marines try to do a lot of stuff at once, and that's a little bit of a problem to me.
Damn it Id a really long reply and then my pc logged me out.
Anyway heres a shorter version-Thousand Sons-anti-meq.
Pros-AP3-and good Inv save.
Cons-Expensive and slow.
You can get around the slowness by having them in rhinos and doing a version of the rhino rush-deploy within rapid fire range and -well rapid fire. Best target is meqs not in cover-its a waste of the shots otherwise.
Or else just footslog while firing.
Can also be used as a tar-pit-with the invunerable save and Sorcerers force weapon they can hold up small units or ICs until the force weapon comes in to effect. (not the soundest tactic but can work)
Noise Marines-no comment here as I havent used them yet.
Currently play: 4000+ of Black Legion
Rubics are only good against 3+ and 4+ save units. They are a heavy infantry type unit that will be great at shooting up your opponats heavy infantry. The sorcerer should have either doombolt or wind of chaos to be effective and have synergy with the other models in the unit. Dont forget the rhino, excellant for getting into rapid fire range AND with SNP they can disembark and still fire there full 24 inch.
Noise marines are a mixed bag unit that need to be specialised to be cost effective. They have a good I rating which makes them a good anti MEQ unit, but also have access to sonic weaponary, which is good in different applications.
Sonic blasters and anti horde.
Doom siren is a great anti MEQ weapon.
Blastmaster is a mix between the two dependant on the chosen fire type.
Good builds would be all sonic blasters and a doom siren power weapon champion. This unit can move and fire until it hits the enemy squad, which it will most likely strike first.
Others use small squads with a blastmaster each as sniper squads, hunting either tanks or MEQ squads with its template. Or with additional sonic blasters as anti horde units.
If you give Thousand Sons Wind of Chaos they can be very anti-2+ too - but even without that they can lock terminators in combat for a couple of turns and come out victorious (I've had 5 take out 5 termies in CC in a tournament). Also good for tying up assult troops with power weps - like really expensive vanguard squads that happen to deep-strike nearby =)
Be nice to your enemies, it will make them madder!
What does MEQ mean?
Khornites, whilte best at CC, also play another great role. They draw a TON of fire as they are moving up the table. So it gives you a turn or two to get everything else in possition if you're willing to spend the points on using them as cannonfodder.
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
Thousand Sons demolish MEQ units. AP3 Bolters tear through Marine equivalents.
Noise Marines are a multi-purpose unit unfortunately. They can do well in close combat if geared correctly and can be devastating at range, making them cost a LOT of points.
I like to have one unit of Noise Marines fully kit out with Sonic Blasters and a Blast Master hanging back in the rear flank unleashing loads of firepower. Thousand Sons are best at slowly marching up the middle clearing any MEQ that might get close.
Chaos - 55,000+ points
Tyranids - 15,000+ points
Necrons - 6000 points