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Are noise marines viable? I was considering adding them to my force as home objective holders (5 w/ sonic blasters +1 with blastmaster). What are your thoughts on how they work in a non-god-specific army? Are they worth taking? If so, in what role?
A small 5 man squad kitted out with sonic blasters and a blast master can pour out alot of firepower, but are very expensive.
Especially as they die just like regular marines.
When I do use them, I given them a Blast Master and forgoe the sonic blasters, just using them as a rhino mounted objective holder with some anti-armor punch.
Its a pity, as the models and fluff are so cool.
But I have heard people running them as assault units because they can shoot the target with their blasters and then strike first in the assault (against MEQ)
#25 - Relation to the original topic decreases with every single post.
I love noise marines myself, but almost never take them.
They are very cool, with very good weapons. But the pure cost of them in game, and even the models, is very much a turn down.
The aspiring champions are great, on a model to model basis. They get the extra In like the normal marines, but can take power weapon/fists, sonic blasters, and the flame template of doom. But, alas, they cost and arm n a leg (possibly your dignity if you go overboard with them, which can be easy compared to other champs)
I have tried using them quite a few times, but for the point cost, they just seem to be a waist, as very few people will allow them to shoot at there lists.
Bottom line, they are expensive, decently high priority targets, and are no more resilient than a Smurf.
I think noise marines have 2 uses
1. As you say, home objective holders who lend plenty of fire support preferably from cover and within easy reach of an objective. Take 5-8 men with all sonic blasters. Add a blast master if you really like them but I think they are too expensive. There is no need for a champion or rhino as they are long ranged unit that should be retreating if a significant threat approaches them.
2. As close in knife fighting troops. They need a rhino, a champ with PW & doomsiren and that's all. No need to pay for sonics because at close range the bolter or bolt pistol do almost as well. These unit are deadly but a little expensive and there are better close in troops for the cost sucha as PMs and berserkers.
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I don't see a reason to take them. They have good anti-infantry power but it comes at a high cost. They can't really take any anti-tank punch except one gun that suffers against heavier armor. +1I doesn't come in handy to often, I really wish they had re-evaluated MoS.
A regular CSM squad seems more flexible and comes in at a cheaper cost compared to a bulked Noise Marine Squad. Just not a fan.
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I LOVE my noise marines.
I'll regularly take a squad of 8 of them with sonic blasters, adding to that with any extra points I have that'll fit.
camping them in a building on overwatch of an objective, getting those H3 shots is just to much firepower to ignore, IMO, and the gun is only an extra 5 points.
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I love Noise Marines and find that the basic NM is very underrated. If one can break out of the 'meltaspam from Rhinos' mentality then the benefits of fearlessness and enhanced initiative become apparent. One must also break out of the 'give the unit everything it's allowed to carry' mindset, too. Noise Marines are like arms dealers: they can bring a staggering amount of firepower to a battle but they don't need to and would go broke if they did.
I came across Noise Marines almost by accident. The journey began when I realized that my bolters were making more kills than my plasmaguns. This was due to two factors. One was the proliferation of cover/invulnerable saves and the other was my remarkable capacity to roll 1's. Rarely did I have any plasma gunners alive at the end of a game. So, I gave up on special weapons for awhile and found that my CSMs actually did better, mostly because I wasn't relying on plasma guns to rescue me from critical situations. Eventually, I decided that what I wanted most from my Marines was a lot of average-strength hits. Specialist work would go to either specialists or at least powerfists.
Abandoning special weaponry meant that CSMs weren't a good choice for me anymore and I decided I was tired of morale problems, too. (My other army is Guard.) I played briefly with Fabius Bile but Enhanced Warriors cost too much for a backfiring upgrade. Next was Noise Marines, no equipment. My Marines became the reliable batteries of MEQ goodness that I wanted, my opponents were frustrated by my going first in CC even when they got the charge and I still had points left over to field the specialists my approach called for. Perfection!
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I usually come down pretty hard on GW's most recent assessment of Noise Marines, if only because they don't exactly fit a unique roll that is not, generally speaking, better filled by other troop choices. I really wished our Noise Marines were a couple points cheaper and had the option to upgrade their BS. Mad Cat's analysis pretty much adheres to my opinions on how one should configure these guys, although, I tend to agree with Mister Prince of Excess when he says, "I see no reason to take them." (fluff aside).
All that said, Noise Marines have only made it onto my roster a couple of times, so I'm commenting more out of theory than experience. I'm waiting for Skars to step in and give me a good hit on the head for bashing his poor Noise Marines . Until then, let's take a look at a couple of different units for the purposes of close combat. The typical response whenever we start talking about Noise Marine competence in melee is to compare them to our beloved zerkers. Something like this:
Noise Marine Squad- 240
**1x champion with doom siren and power weapon
Zerker Squad- 233
**1x champ with power weapon
Stats against MEQs (assuming the charge)
Above Noise Marine squad- 6.33 (assuming the doom siren can hit 4 models)
Above Berzerker squad- 7.4
The Noise Marines really aren't *that* bad, especially once we take into account the later rounds of close combat, when the zerks will be hitting at I4, whereas the Noise Marines are still striking at I5. What's more, Noise Marines come with ultra grit, which proves its worth in any environment with orcs, nids, or IG.
Spambot kill tally. . .337
I'll add my experiences with noise marines.
I've been using a small 6-7 man squad for the purpose of sitting on home objectives. If I use any of the other chaos troops for this job, I feel like I'm wasting their potential, because everyone else in the chaos army really likes to be close up, not hanging out far away from the action.
You can't really go wrong with sonic blasters, they're like bolters but better. As far as the blastmaster goes, I love this gun, but can rarely justify putting it in my lists. It's so darned expensive. That being said, almost every time I use it, it performs amazingly well for me. I once had it take out 4 marines in a single shot.
I haven't tried using noise marines as a melee troop yet, but they should be able to handle that job well, too. As MadCat and Rabbit have said, there's no point in giving them sonic blasters if you expect to be in melee with them, and a champion with a doom siren and power weapon will mess up a lot of things for you.
I'm fairly new to CSM but I have come to love NMs. The way I assess it, for about 1.5 times the cost of a standard CSM setup you get 2-3 times the firepower - which you can also use at 24" while you're still moving - plus I5, plus Fearless.
I learned the hard way that base CSMs with Mark of Slaanesh have nothing to stop them breaking and running save a fairly good base Ld. :-(
As I am fielding a Slaanesh heavy force I run two units of 6 NMs with sonics (and blastmasters if I can afford it), and another bigger one with a rhino, a noise champ w power weapon and doom siren that accompanies my daemon lord.