Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey Guys, I am in the process of building a mechanized Dual Lash Army.
I have my Lashes and my Heavy Options more or less squared away.
I was initially going to go with Khorne Berkerkers for my troops, but have now been convinced of the usefulness of Noise Marines in terms of laying down templates and being better in terms of effective rhino riders.
Anyway, I was wondering if I could get your opinions on the optimal build for a 10-man Noise Marine squad to use with a Dual Lash Army.
Thanks in advance.
Hey. My buddy plays with Noise Marines all the time. He, unlike the masses, is wildly successful, and somehow manages to blend the fluff and competitiveness.
He also plays dual lash, with an all Slaanesh theme.
I'm not sure of his exact configuration, but I know that he has a pretty wide smattering of all the noise weapons for different occasions.
When I get home from work, I'll try to get a hold of him and rip his build sheet from his hand. (Or computer.)
Sorry I can't be more help right off, but it's worth the wait. Also, as a side note, he fields like three squads of them in that particular build, and one always has modified CC weapons. (Like, he gave a whole squad of them Lightning Claws.)
If nothing else, it's sure make your opponent "WTF?!"
Don't judge him on that though; he's won many a tournament. (Not using those.) Lol.
I think it depends on the role you want them to play. Assault role don't give them sonic blasters but give the champ with a Doom Siren and power fist. If you want them to be a mobile firebase you can give 2 sonic blaster so they can shoot out of the rhino, in a support role you can give all of them sonic blasters so they can jump out of the rhino and light up a squad with 20 shots from 24" away. Without a rhino just go all sonic blasters and a blastmaster this will let you deal with a wide range of targets as needed.
Ideally, their role will be to roll up to a Lashed unit, disembark and light them up with rapid fire, while the special weapons lay a couple of templates on them. I don't see them fighting in close combat much, or being especially effective as a mobile firebase. Beyond that, they will hopefully be an effective general-purpose shooty unit that can also root units out of cover.
Not sure about the meta-game in your areas, but around here, that 4+ cover is a real bitch, and anything that can ignore a cover save is awesome.
That's more or less their dual role, as far as I see it.
I'm going to try and include a 10-strong squad of raptors (2 meltas, melta bombs, power fist) to act in a number of roles. If they can catch a unit inside a transport, they'll destroy it and trap everyone inside. Other than that, they'll be useful for killing vehicles, characters, monstrous creatures, ect, bushwacking shooty units, counterattacking units that buchwack my shooty units, keeping my Lash Princes from getting tar pitted, and running interference for my heavies.
I DO have a squad of deathguard available...if I can excavate them from several layers of bad paint-jobs...
So maybe I would be better off building the Noise Marines as smaller squads with the afore-mentioned Sonic Blasters and using them as you originally suggested, in a ranged mobile support role, which would free up enough points to include the Deathguard?
Actually, having given it a bit more thought, I am looking at this build
5 Noise Marines
It's a bit pricy, but basically, the concept would be to stay in the Rhino and nail things with the blastmaster. If they can find a target without moving, they can lay down the S8 AP3 Blast, possibly on a lashed & pinned unit. If not, they move and use the much more meager assault version. They stay away from other units, and available to seize table corners or objectives in the end game.
Then, instead of my expensive uber-raptors, I field a few disposable 5-man teams as follows;
These would have better ability to support and run interference for the Lash Princes.
I might also include a couple of these for heavy lifting...
Bear in mind that Noise marines are actually better at assault than normal CSM for 2 reasons:
- They are assault 2, so can lay down rapid-fire equiovalent firepower and still assault afterwards,
- They have I5, meaning they'll mostly hit first.
The best thing about Noise marines is that they are very flexible. 3-4 squads with the same build are equally capable of killer assaults or mid-range fire support/objective holding. They can switch tasks mid-battle as and when required. The same can't really be said of the other Cults. (Although each of the Cults are better than Noise Marines at their own dedicated role! It all comes down to how flexible you want to be, or how well you can co-ordinate your units. )
Oh, and unless i'm doing something wrong, his all-LC build is not legal -- None of the Troop units from CSM can take any CCW upgrades
Could be he was using Chosen, with a Slaaneshi icon..?
Last edited by krytie; May 17th, 2011 at 15:45.
There are three types of people in this world -- those who can count, and those who cannot.