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What do you guys think of these guys? And when I say "these guys" I mean a fluffy (emperor's children rules) noise marine squad such as:
-1 champ w/ powerfist and bolt pistol, chaos icon. MoS.
-4 with sonic blasters. MoS.
-1 with blastmaster. MoS.
It's come to my attention that some people don't think these squads are that effective due to their small number of marines. But for 159pts I think these guys are quite good. They can lay down 8 sonic blaster shots, 2 varied frequency blastmaster shots, 1 pistol shot, and still assault. When assaulting they will hit 1st most likely with the MoS. Plus the blastmaster causes pinning. If they don't assault they can lay down 12 sonic blaster shots, 1 pistol shot, and one single frequency tank busting shot. Now, when combined with a few other squads and backed up in cc with a squad or two of daemonetts, you got a pretty sweet army there.
With the effectively higher initiative that the MoS gives you, a power fist might not be the best way to go. Particularly because 5 marines aren't that many to soak up casualties before the power fist is reached.
However for the same amount of points, a power weapon and daemonic strength might be effective since he'll be killing Meqs before they strike the squad.
As an aside I think marines with MoS should either be tooled up for HtH or be armed with noise type weapons rather than a bit of both, but I agree its certainly fluffy to have both.
By this I mean that if they are armed with noise weapons, they really shouldn't try to get into hth because they will be very pricey troops with one attack each even if its effectively initiative 5.
You do get a free AC if you go to 6, and it seems a waste to not take advantage of him, but I think I'd still give him a sonic blaster and probably nothing much else. Since that squad is all about lots of firepower. Maybe throwing in a power weapon just on the chance that they get charged.
A hth unit of MoS marines with just ccw/pistol led by a AC is a rather frightening value for the points, with their main weakness being the need for a delivery vector.
For a unit of 6 with AC armed with daemon strength/power weapon/bolt pistol I believe that it is 129 points for 19 initiative 5 attacks on the charge, four of which are strength 5 power weapons. If you're willing to spend the points on furious charge it becomes really fun.
I can see why you'd want to take a shooting unit that could advance, keep the pressure on, and finally assault when they reach the enemy lines.
However, in the long run my two cents would be to take some units of each rather than one unit type of unit that tries to do everything. Mainly because your enemies will try to prevent you from using the unit you've described to its full.
But eh, its just my opinion for combat effectiveness, and your squad is certainly fluffier.
Last edited by Grey; February 15th, 2006 at 23:06.
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Yeah I agree with your squad except the power fist. I'd go with the second posters suggestion. I actually just started a post about this a couple days ago and it's still on the first page, you should read it, there were some helpful replies.
nope, top of the second page by now, us slaanesh players, while I believe more in number, sure don't get alot of replies compared to those Tzeentch guys. Those guys are hardcore, any Tzeentch post gets about 20 awesome replies.
I'd drop the sonic blasters, maybe 1 or 2 if you want a shooting squad.. but no more. Otherwise you're paying thousand sons cost with none of the durability, and opponents love that.
I'm of the opinion that the sonic blaster needs to be handled carefully.. It's all very well noticing that you can stick 4 in a squad, and it makes for a decent ammount of shooting, but the trouble is, they need to get within 24", and any casualties they suffer will both massively reduce their firepower, and give your opponent lots of lovely points.
I used to play with an all out sonic blaster squad.. It was almost always the first unit off the table. Easy points.
CC EC squads are lethal, and it's worth taking them even if you're including daemonettes, because they have a very different role. Daemonettes will hit your opponents big, powerful units and try and bring them down in a blaze of glory.. CC Emperor's Children squads will tie down your opponents mundane units for several turns, delaying or otherwise upsetting his strategy. They're good, solid fighters.. while daemonettes are suicide troops.
Last edited by The_Giant_Mantis; February 16th, 2006 at 01:13.