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The other Kind of Fluff
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NiteRabbit, you are a posting machine! You must have the Mrs. working full time at pumping out enough rabbits to fill all of your armies. Very good, rabbit domination!...no one will expect it!

Onto your 1000 point army: I'm a little concerned with your lack of anti-tank options. The havocs are great, but you really need another squad that can fire simultaneously, so as to have the potential to take out 2 vehicles a round. While you have blastmasters in your ranged c.c. squads, it's a serious misuse of resources to devote an anti-troop unit to killing a vehicle. I've suggested that you include blastmasters in your c.c. troop squads to help with this problem. This will provide a total of 4 potential blastmaster shots, and though you will be using troop killing units to take down vehicles, you will have a little more flexibility.

NiteRabbit said:
HQ
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Chaos Sorcerer Lord
- Mark of Slaanesh
- Daemonic Strength
- Lash of Torment
- Terminator Armour
- Wind of Chaos
- Close Combat Weapon
Total: 161 points
How is your h.q. going to get into c.c.? D.S. or footslogging? I'm guessing he's slogging it alongisde your troops. I'm also assuming that he will be assaulting without joining a squad. I can't think of any other reason you would be giving him the termi armor (over combat drugs, which is the better choice if he's going to join a squad). He looks pretty good (given your propensity for the lash- fluff is good).


NiteRabbit said:
Troops
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6 Noise Marines
- Sonic Blasters
- Blastmaster
- Aspiring Champion
Total: 149 points

6 Noise Marines
- Sonic Blasters
- Blastmaster
- Aspiring Champion
Total: 149 points
These squads look solid, but putting sonic blasters in troop slot never seems to pan out for me. I reserve this weapon entirely for my bike squads.

NiteRabbit said:
6 Noise Marines
- Bolt Pistols/Close Combat Weapons
- Doom Siren
- Aspiring Champion with Combat Drugs, Power Fist
Total: 164 points

6 Noise Marines
- Bolt Pistols/Close Combat Weapons
- Doom Siren
- Aspiring Champion with Combat Drugs, Power Fist
Total: 164 points
Hmm... These squads desperately need infiltrate, or else they won't see the blood of battle (come on, NiteRabbit, you know this). I like the flexibility of having combat drugs on your a.c., but it's hard to justify spending the ponits; especially when you could have given the squad a blastmaster and infiltrate for nearly the same price.

Against bugs, the doom siren will serve you well,

NiteRabbit said:
Heavy Support
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6 Noise Marine Havocs
- Blastmasters
- Tank Hunters
Total: 212 points
Again (I think I said this before in one of your previous posts, but just to be sure, I'll say it again), the autocannon seems to be the better choice. Against vehicles you have 2 str8 shots instead of 1 str9; against troops you have 2 str7 shots at ap4, as opposed to 2 str5 shots at ap5.



Onto your 1500 point army: Good gradation between the 2 armies. Everything looks in place, except for one thing (there always seems to be 1 thing :) ). Your dreadnought is a sore thumb just waiting to get taken down. Having a single model, especially at the 1500 point marker, is just asking to lose it by the second turn.

Concerning the dread's weapons: Why the blastmaster? Fluff, right? At any rate, I never like taking a weapon that can has been taken in my troop squads. It just seems a really expensive upgrade, when it only costs my troops 10 points. Consider a multi-melta, plasma gun, or even a lascannon. I think these will serve you better.


NiteRabbit said:
more fluffy. :yes:
It's 'fluffier' not 'more fluffy.' Normally I wouldn't bother to corret this, but as a fellow rabbit, I want to make sure we present ourselves intelligently to the human masses ;). Just giving you a hard time and all...you know...I'm the senior rabbit.
 
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