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Hey LO, just wondering your opinions on the following configs
6x Noise Marines, AC with Doom Siren, Power Sword, Rhino -200
Drive up and burn, aggressive unit that is great for assaultinh objectives? do u think it is cost efficient
6x Nosie Marines, 5x Sonic Blasters, Blastmaster -185
Objective camping probably utilising the shooting ability
3x Termies, 3x Combi-melta
Cheap to pop that pesky tank, preferably coming of icon
Lastly, utilisng chosen to bring in termy/daemon bomb? do u think chosen can be made effective? Comments appreciated
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Wow. When I first read that I misinterpreted it. Bad.
I personally like either of the second or third options. I run both of them in lists and they both are very good. 200 points for the 6 marines to assault things is a bit expensive to me, i'd rather take some serkers if you want to assault an objective.
Chosen can be good for infiltrating tank hunting goodness, as well as outflanking chosen are pretty mean if they come in against gun liners, and as far as acting to help with a daemon/termy bomb they can do, i personally find them most effective at that after outflanking, infiltrating normally finds them inside terrain and it can become difficult to place your 'bomb' well inside the small range of the icon.
Noise Marines are never cost efficient compared to other Troops. If you must use them, make a fire support unit to stay on an objective with Blasters and a Blastmaster. You'll need some rushing units to take the attention off them or they'll get pounded.
I guess option 2 if my vote.
There are advantages to all three units. Of the numerous Noise Marine configurations out on the market, the one you've listed as #1 gets my vote for one of the overall most cost-effective options. For one thing, 200 points isn't *that* much for 6 models in a rhino, especially when you consider that for 40 additional points, you can have a very respectable 8 man squad, which is then comparable in price to the typical 8 man zerker squad in a rhino, or the 10 man CSM in a rhino. One reason why non-sonic noise marines get little love around here is due to the fact that they don't fill any particular role that isn't already occupied by another unit that can actually do the given job better. For example, zerks in close combat, or CSM/Plague Marines for renaissance squads. Therefore, they tend to fall between the cracks. Still, they aren't a bad purchase for the point cost; they're just not the optimal choice available to use. My two cents.
Sonic Noise Marines, on the other hand, fill a very definite (unique) role for us. However, rather than taking them at 6 per unit, I'd recommend reducing them down to 5 (a true min/max squad). This maximizes the cost-effectiveness of your blastmaster when tank hunting, and allows additional points to be spent elsewhere in your army at very little detriment to the Sonic squad.
Terminators: Not bad. However, two meltas usually do the same job as three. Then again, it's only a 5 point upgrade, so you might as well take three. After all, for 105 points, you've got an expendable unit that can bust, upon deep strike, virtually any tank in the game. Still, the Karmoon Special (4x termis, 3x combi-plasmas, 1x heavy flamer & fist) gets my vote as our best use of termis, for the obvious versatility in managing all forms of enemy infantry, then charging into to assist the chaos spearhead.
Spambot kill tally. . .337
When useing noise marines i find having the config #1 works well when bumped up to a 10 man squad with 10 sonic blasters, 18 shots into a squad, Doom siren template, charge, and everyone you have goes first against most marine equivalents, takes down alot of squads quickly and very few return attacks.
The problem with that is A. its' super expensive and not as amazing as it looks on paper and B. you're assuming the Rhino doesn't get popped. The best defense a Rhino has is more Rhinos with more units in them, having a really expensive unit that's mildly better than a CSM unit detracts from both of those.
Also they can't assault out a Rhino the turn it's moved, so that's just another turn to deal with them before they charge me.
Agree with my little fluffy friend.
Option 1 is what I tend to use (I add a meltabomb as well). Ignoring cover (especially when AP3) is a great asset. Throw in Lucius or a Winds sorcerer and you can wreck most things from the safety of the rhino.
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