So a bit ago I picked up a box of Chaos Termies to kit bash with GK termies and make a Pali squad cause I wanted to make Pheonix Guard/Draigowing. Then I thought, I'm a big of enough douche already and I know I'm getting a new dex soon anyways. So like with the last box of Termies I had gotten I realized I could now have 9 Oblits instead of the usual 3 that I run. Plus the fact that there is an Apoc Formation called THE CULT OF DESTRUCTION made me wanna do I more.
So I went to work early on this week on these guys. And I have a absolute blast converting Oblits. Now the theme is slaanesh, as is everything with me. Now the only speed bumb is that I couldn't find the random termies I was making into a Dark Apostle in termie armor/Oblit Chaplin. Thus I used a spawn stand in!! XD
Hope you guys injoy, I am planning on having these all modeled in about a week and a half, then painted in another. So yeah...
So yeah, eat your heart out Hannibal
Showing posts with label Chaos. Show all posts
Showing posts with label Chaos. Show all posts
Sunday, March 11, 2012
Saturday, January 21, 2012
Unit Analysis: Doomsday Device (DDD) Part 1
So this week I wanted to talk about another unit I love. It’s the Doomsday Device. Now most of you may not have heard about it, I didn’t until I randomly got a pdf of it, and sequentially fell in love with it. As you may have guessed it is a Apocalypse unit, a super heavy in fact. It costs 400 points, has AV14 all around, and three structure points. It’s not a tank, and it doesn’t move. All you do is set it up during deployment and then wait for it to shoot.
So…what are its uses? Well for starters it’s only 400 points; pretty cheap when you think of other Apoc units. Now by itself you may not find it very useful. I mean, it is Apoc, and a single AV14 super heavy doesn’t really stand a chance. But with multiple of them you can decimate armies in every single shoting phase. You have the chance to do either Apoc Barrage (4) S8 AP3 Pinning anywhere you please, a single 72” S D AP2 Heavy D6, or D3+2 Apoc Blast S10 AP1 Pinning blast templates anywhere you want. Sound awesome? Yeah, that’s cause it is. Now there are a few downfalls, as there are in anything in life.
First off they don’t move, you deploy them at the start of the game and then sit and wait. This cuts down on your ability to ever get a better firing lane, so you gotta make sure to put it somewhere not too in the open but not too secluded either. In the end there is only one shot that you can get that you need los for, all the others are blast templates anywhere on the board. Second, they don’t automatically fire on turn one. Basically you roll a D6 and add the turn number to it, if the total is a 7 or higher it activates and all is fine and dandy, till then though it’s aggravating as hell. Third, once activated it can blow up in your face…literally. Besides rolling all those different awesome shooting attacks you also have the chance to either:
1 – Become a dud. Meaning its completely useless for the rest of the game.
2 – Add +1 to next turns roll. Not the worst, just sucks not shooting for a turn.
3 – Blowing up and everything within 6D6” takes a S8 AP3 hit. This just sucks, that’s it.
4 – Going nuclear. Now it doesn’t happen right away, but in your next turn everything within 6D6” is removed from the table. Terrain, models, objectives, you name it.
Lastly, and this is my favorite part, DDDs don’t explode, they can only become wrecks. Nay, instead of rolling on the Catastrophic Damage table you roll on the Chart of Devastation and get one last shot off. And you get to do this regardless of whether or not you’ve activated it. So in the end, if your opponent decides they’re gonna eliminate it turn 1 you’ll still have a chance to do something with it. Last game I played one of mine was destroyed by a Carifex, and then it took out an entire 10 man White Scar unit who was flanking me on the other side of the table.
So there you have it. The pros and cons for the doomsday device. I figured I’d write this part first just to give you all an intro into this awesome piece of chaos weaponry. I’ll be back soon to discuss the tactical uses for it, as well as my first modeling/WIP article cause I’m currently working of two, possibly three of these because I always take multiple in any Apoc game. So look forward to those in the next few weeks, hope this was insightful and if you have any questions feel free to ask/email me. Deuces.
Friday, December 16, 2011
Batrep IG vs CSM 1850 (very good game)
Bat Rep: IG vs CSM 1850
So this week Tyler and I decided to play another game for our league. The rules are all the same, it just that we have 3 objectives, and you can get up to 26 points a game, 72 a week. Now I’m stuck at 10pts from week one cause I only played one game that I lost, but this week was a bit different. So as the title stated it was my Chaos Space Marines vs. Tyler’s Imperial Guard. Here are the lists:
2x Daemon Prince w/ Wings, MoS, Lash
10 CSM, 2 Melta Guns, IoCG, Champ w/ PW in Rhino
9 KB, Champ w/ Fist, Rhino
7 PM, 2 Plasma Guns, Champ w/ Fist, Rhino
8 NM, 7 Sonic Blasters, Champ w/ PW and Doom Siren, Rhino
Vindicator w/ Daemonic Possession
Defiler w/ 2 Extra DCCW
3 Oblits
Versus
Company Command: Missile launcher, x2 plasma gun, Master of Ordnance, Officer of the Fleet, Astropath Chimera
x3 Veteran Squad x3 Meta Guns
x2 Veteran Squad x2 meltaguns, x1 Hvy. Flamer, x1 Missile launcher
Chimera
x3Vendetta
x2 Manticore
x2 Hydra flak battery
The primary objective was Seize Ground, as was the secondary, and the tertiary was to kill the most expensive unit of your opponents. Deployment was the ever exciting Pitched Battle. Now I (billie_joe) won the roll off and choose to go second (first /facepalm). Tyler chose the south side of the board. He placed his objective in the ruins in the center of his deployment zone, with a Chimera on either side of it. To his right flank he placed his 2 Hydras, 2 Manticores, and Company Command squad in Chimera (his highest point unit). The Vendettas were spread out semi-evenly across the board.
I then deployed my Noise Marines and Plague Marines with my Oblits in the opposite ruins, also where I placed my objective. Then I lined up my Defiler and Vindie with my CSM and KB in their Rhinos in between them with my DPs behind the Vindie and Defi. I was only really worried about the fact that he had better range on me and that I couldn’t hide in a corner, so I thought that I could split his fire and thus his army in two. Alas, I f***ed up.
Tyler’s Deployment:
My Deployment:
Turn 1:
As soon as Tyler made his scout moves I realized I had messed up, and at that point just hoped for the best. Two of his Vendettas move up and Melta Vets disembark. First they targeted the Defiler, which they destroyed with ease but who’s explosion burned two of them. He then opens up with the second Vets, but only managed to blow off the Cannon. The CSM were left standing in the open from one Vendetta, and lost one member of their squad in the explosion (“I don’t bout you, but I’m calling one eighthundred axe Gary”), and the KB were left with a Stunned Crew. Then with the Defiler gone, my central DP was wide open to fire. First he lost 2 wounds from the last Vendetta that had moved back behind a tower (to hide from my Oblits), then went down to a hail of Heavy Bolter fire from a combined 2 Chimeras (each with 2 HB). Oh but the fun didn’t stop there. The Hydras managed to wound an Oblit. Then the Manticores opened up on my Noise Marine Rhino. The first one blew it up (of course, this kid was rolling 6’s on all but one Pen), but then missed with the second. This is my decimated front after half a turn.
Bottom of Turn 1:
So…I didn’t know what the hell to do, but I had to make something out of it; and kinda did. First my NM “Rhino-jacked” (I’m coining it) the PM who scurry deeper into the ruins while the Oblits re-align themselves on the second floor. Meanwhile I maneuvered my Vindie up behind the wall, disembarked my KB who moved up a bit by the Vendetta on my left flank. The CSM also moved up around the Vendetta in the center, and the DP flew over the wall and ran 1” to hid behind a cluster of rocks on my far left flank. The only thing I did in the shooting phase was pop a Chimera to the right of Tyler’s ruin. Then I got to work my magic in the assault phase. I assaulted the Vendetta to my left with my KB, getting into base contact with the Vets along the way. My CSM managed to do the same by assaulting the Vet squad but hitting the Vendetta with most of the squad. The KB only swing with 8 attacks against the Vets and kill 3, who respond by killing 1 KB, and hold. The rest of the squad fail to do ANYTHING to the Vendetta. Meanwhile the CSM also kill 3 Vets, take no wounds, and also wiff against the Vendetta with 7 grenade attacks. Oddly these vets also held, fortunately for me.
End of Turn 1:
Turn 2:
With both Vet squads still locked in assault Tyler first moves both Vendettas back out of assault. He then opens up with the Company Command in their Chimera. Two Heavy Bolters, 2 rapid firing Plasma Guns, all fail to wound, and actually kill one gunner from over-heating. One Vendetta opens up on the DP as well, but also fails to wound him thanks to a roll of a 5. The Vet Chimera in the Ruin lights him up as well, tacking on a wound from the dual HB, but rolled a 1 to wound with the missile launcher. Then one Vendetta opens up with three Lascannons on my Oblits. All three hit…and wound…and I fail all three cover saves. The Manticores again fire at my embarked NM, and just like turn 1 they blow it up, this time killing 2 NM. Meanwhile the Hydras take out a PM. Then in assault both Vet squads are wiped off the board.
Mid Turn 2:
Now all my troops are stuck in the open. I have absolutely nothing that can shoot over 24”, 1 transport, and slowly less and less anti-tank anything. But you gotta do what you gotta do. So my Vindie rams his Vet Chimera and surprisingly blows it up, killing 2 in the wreckage and being immobilized in return. KB run over toward the Command Chimera, the CSM “Rhino-jack” the KB Rhino and move to mid-field. NM shuffle around, and the PM scatter around as well. I pop smoke on both my Vindie and Rhino. Then I assault the Hydras with my DP, blowing both of them up, and killing another 2 Vets in the explosion. So while my troops were slowly dwindling I was closing the gap between me and the remaining troops.
End of Turn 2
Turn 3:
Tyler didn’t really move anything at all, just focused on shooting. One Vendetta lights up the Rhino but I passed both cover saves. The DP takes another wound from a Missile. Then the Command Chimera takes out 3 KB, 1 from Plasma and 2 from the HB, and 2 NM were taken out by a Vendetta after going to ground.
In my movement I shot the CSM up and out right by the Vendetta. The DP jumped behind the tower and next to a Manticore while the last 4 KB close in on the Command Chimera. Even though I got within metal range I only manage to shake the Vendetta, and do the same with my Plasma guns to the other one on my far right flank. I charge 1 Manticore with the DP and manage to wreck it and then blow up the Command Chimera who’s flaming debris take out 1 KB and 5 members of the squad inside! Slowly everything is coming together, but both of us were still uncertain about the outcome.
End of turn 3
Turn 4:
With all my CSM bunched up all nice and tight Tyler decided to move up with his Vet squad and threw down a Heavy Flamer down on ‘em, killing 4! One Vendetta drops the last DP to 0 wounds, and the last Manticore uses its last shot to take out 1 NM.
Mid Turn 4
One my turn I shuffle the PM around and shake the closest Vendetta. The KB charge in and take out the remaining Command unit, and the CSM charge in to kill off 4 Vets, leaving 2 who…you guessed it, hold on a roll of a 2.
End of Turn 4
Turn 5:
With hardly ANYTHING left on the board, and this possibly being the last turn things got, well…interesting. Tyler moved up his last Vendetta with embarked Vets and dropped them off right in front of my NM. The Vendetta targeted a PM, whipping him off, and the Vets whipped out the last remaining NM. In return my CSM squad bust through the ruins to contest and possible control Tyler’s objective; as does their jacked Rhino, who shoots down 2 Vets. I manage to move my PM all the way down the ruins they’re in but hold off on firing. In the ensuing assault phase the PM charge one unit of Vets and the remaining CSM follow suit. The PM manage to cause the vets to run but over run them and consolidate onto my objective. Meanwhile the CSM clear house on the other Vet squad but are only contesting Tyler’s objective due to the contesting Manticore. However if it ended here I’d be just fine.
Tyler rolls a 2. YEAH BUDDY!!
In Conclusion:
In the end I held one objective (the Vendetta was just over 3” away) while Tyler only contested one. So I got both primary and secondary objectives. We tied on the third, and so split the points on that. This means I got 23 BP while he got 3. I scored 11 KP and 1210 VP and he scored 8 KP and 1040 VP. Overall a close game, and good one at that. One of the best games I’ve played in quite awhile.
So this week Tyler and I decided to play another game for our league. The rules are all the same, it just that we have 3 objectives, and you can get up to 26 points a game, 72 a week. Now I’m stuck at 10pts from week one cause I only played one game that I lost, but this week was a bit different. So as the title stated it was my Chaos Space Marines vs. Tyler’s Imperial Guard. Here are the lists:
2x Daemon Prince w/ Wings, MoS, Lash
10 CSM, 2 Melta Guns, IoCG, Champ w/ PW in Rhino
9 KB, Champ w/ Fist, Rhino
7 PM, 2 Plasma Guns, Champ w/ Fist, Rhino
8 NM, 7 Sonic Blasters, Champ w/ PW and Doom Siren, Rhino
Vindicator w/ Daemonic Possession
Defiler w/ 2 Extra DCCW
3 Oblits
Versus
Company Command: Missile launcher, x2 plasma gun, Master of Ordnance, Officer of the Fleet, Astropath Chimera
x3 Veteran Squad x3 Meta Guns
x2 Veteran Squad x2 meltaguns, x1 Hvy. Flamer, x1 Missile launcher
Chimera
x3Vendetta
x2 Manticore
x2 Hydra flak battery
The primary objective was Seize Ground, as was the secondary, and the tertiary was to kill the most expensive unit of your opponents. Deployment was the ever exciting Pitched Battle. Now I (billie_joe) won the roll off and choose to go second (first /facepalm). Tyler chose the south side of the board. He placed his objective in the ruins in the center of his deployment zone, with a Chimera on either side of it. To his right flank he placed his 2 Hydras, 2 Manticores, and Company Command squad in Chimera (his highest point unit). The Vendettas were spread out semi-evenly across the board.
I then deployed my Noise Marines and Plague Marines with my Oblits in the opposite ruins, also where I placed my objective. Then I lined up my Defiler and Vindie with my CSM and KB in their Rhinos in between them with my DPs behind the Vindie and Defi. I was only really worried about the fact that he had better range on me and that I couldn’t hide in a corner, so I thought that I could split his fire and thus his army in two. Alas, I f***ed up.
Tyler’s Deployment:
My Deployment:
Turn 1:
As soon as Tyler made his scout moves I realized I had messed up, and at that point just hoped for the best. Two of his Vendettas move up and Melta Vets disembark. First they targeted the Defiler, which they destroyed with ease but who’s explosion burned two of them. He then opens up with the second Vets, but only managed to blow off the Cannon. The CSM were left standing in the open from one Vendetta, and lost one member of their squad in the explosion (“I don’t bout you, but I’m calling one eighthundred axe Gary”), and the KB were left with a Stunned Crew. Then with the Defiler gone, my central DP was wide open to fire. First he lost 2 wounds from the last Vendetta that had moved back behind a tower (to hide from my Oblits), then went down to a hail of Heavy Bolter fire from a combined 2 Chimeras (each with 2 HB). Oh but the fun didn’t stop there. The Hydras managed to wound an Oblit. Then the Manticores opened up on my Noise Marine Rhino. The first one blew it up (of course, this kid was rolling 6’s on all but one Pen), but then missed with the second. This is my decimated front after half a turn.
Bottom of Turn 1:
So…I didn’t know what the hell to do, but I had to make something out of it; and kinda did. First my NM “Rhino-jacked” (I’m coining it) the PM who scurry deeper into the ruins while the Oblits re-align themselves on the second floor. Meanwhile I maneuvered my Vindie up behind the wall, disembarked my KB who moved up a bit by the Vendetta on my left flank. The CSM also moved up around the Vendetta in the center, and the DP flew over the wall and ran 1” to hid behind a cluster of rocks on my far left flank. The only thing I did in the shooting phase was pop a Chimera to the right of Tyler’s ruin. Then I got to work my magic in the assault phase. I assaulted the Vendetta to my left with my KB, getting into base contact with the Vets along the way. My CSM managed to do the same by assaulting the Vet squad but hitting the Vendetta with most of the squad. The KB only swing with 8 attacks against the Vets and kill 3, who respond by killing 1 KB, and hold. The rest of the squad fail to do ANYTHING to the Vendetta. Meanwhile the CSM also kill 3 Vets, take no wounds, and also wiff against the Vendetta with 7 grenade attacks. Oddly these vets also held, fortunately for me.
End of Turn 1:
Turn 2:
With both Vet squads still locked in assault Tyler first moves both Vendettas back out of assault. He then opens up with the Company Command in their Chimera. Two Heavy Bolters, 2 rapid firing Plasma Guns, all fail to wound, and actually kill one gunner from over-heating. One Vendetta opens up on the DP as well, but also fails to wound him thanks to a roll of a 5. The Vet Chimera in the Ruin lights him up as well, tacking on a wound from the dual HB, but rolled a 1 to wound with the missile launcher. Then one Vendetta opens up with three Lascannons on my Oblits. All three hit…and wound…and I fail all three cover saves. The Manticores again fire at my embarked NM, and just like turn 1 they blow it up, this time killing 2 NM. Meanwhile the Hydras take out a PM. Then in assault both Vet squads are wiped off the board.
Mid Turn 2:
Now all my troops are stuck in the open. I have absolutely nothing that can shoot over 24”, 1 transport, and slowly less and less anti-tank anything. But you gotta do what you gotta do. So my Vindie rams his Vet Chimera and surprisingly blows it up, killing 2 in the wreckage and being immobilized in return. KB run over toward the Command Chimera, the CSM “Rhino-jack” the KB Rhino and move to mid-field. NM shuffle around, and the PM scatter around as well. I pop smoke on both my Vindie and Rhino. Then I assault the Hydras with my DP, blowing both of them up, and killing another 2 Vets in the explosion. So while my troops were slowly dwindling I was closing the gap between me and the remaining troops.
End of Turn 2
Turn 3:
Tyler didn’t really move anything at all, just focused on shooting. One Vendetta lights up the Rhino but I passed both cover saves. The DP takes another wound from a Missile. Then the Command Chimera takes out 3 KB, 1 from Plasma and 2 from the HB, and 2 NM were taken out by a Vendetta after going to ground.
In my movement I shot the CSM up and out right by the Vendetta. The DP jumped behind the tower and next to a Manticore while the last 4 KB close in on the Command Chimera. Even though I got within metal range I only manage to shake the Vendetta, and do the same with my Plasma guns to the other one on my far right flank. I charge 1 Manticore with the DP and manage to wreck it and then blow up the Command Chimera who’s flaming debris take out 1 KB and 5 members of the squad inside! Slowly everything is coming together, but both of us were still uncertain about the outcome.
End of turn 3
Turn 4:
With all my CSM bunched up all nice and tight Tyler decided to move up with his Vet squad and threw down a Heavy Flamer down on ‘em, killing 4! One Vendetta drops the last DP to 0 wounds, and the last Manticore uses its last shot to take out 1 NM.
Mid Turn 4
One my turn I shuffle the PM around and shake the closest Vendetta. The KB charge in and take out the remaining Command unit, and the CSM charge in to kill off 4 Vets, leaving 2 who…you guessed it, hold on a roll of a 2.
End of Turn 4
Turn 5:
With hardly ANYTHING left on the board, and this possibly being the last turn things got, well…interesting. Tyler moved up his last Vendetta with embarked Vets and dropped them off right in front of my NM. The Vendetta targeted a PM, whipping him off, and the Vets whipped out the last remaining NM. In return my CSM squad bust through the ruins to contest and possible control Tyler’s objective; as does their jacked Rhino, who shoots down 2 Vets. I manage to move my PM all the way down the ruins they’re in but hold off on firing. In the ensuing assault phase the PM charge one unit of Vets and the remaining CSM follow suit. The PM manage to cause the vets to run but over run them and consolidate onto my objective. Meanwhile the CSM clear house on the other Vet squad but are only contesting Tyler’s objective due to the contesting Manticore. However if it ended here I’d be just fine.
Tyler rolls a 2. YEAH BUDDY!!
In Conclusion:
In the end I held one objective (the Vendetta was just over 3” away) while Tyler only contested one. So I got both primary and secondary objectives. We tied on the third, and so split the points on that. This means I got 23 BP while he got 3. I scored 11 KP and 1210 VP and he scored 8 KP and 1040 VP. Overall a close game, and good one at that. One of the best games I’ve played in quite awhile.
Sunday, November 20, 2011
Unit Analysis: Noise Marines
Words Hurt Too – Part II
Right, so in the first part of this article “series” I discussed all the options that Noise Marines can take and what they really do. So for this part I’m going to cover their battlefield applications. Now I need to state that I’m not trying to convince anyone to play an all Noise Marine army, hell I don’t even do that. I’m writing this because I feel that Noise Marines are often overlooked and under-appreciated. So with that I shall start with some tactics.
Many people see Noise Marines as a singular purpose unit. What that means is that you either equip a Blastmaster and/or some Sonic Blasters and just sit back and shoot, or you do the other extreme with a Doom Siren and Power Weapon/Fist Champ and drive up into assault. While either load outs might work in their own right I feel like there should be a compromise, a middle ground. So I run mine as follows:
8 Noise Marines, 7 Sonic Blasters, Champion with Doom Siren and Power Weapon in Rhino – 275 pts
“Alright Dan, now that’s just stupid.” Yeah, I know it is. But you know what?... It works! No joke. I know the internets has its theories and that it’s all about list building, and if you use that school of thought, then yes this configuration makes no sense. And this is why the internets with all its beloved trolls are wrong, its all about how you run/utilize units. Especially this one.
Now let me explain before you all troll me, okay? I’ve been running this set up for years now and I understand it through and through. The strength of this unit is its maneuverability and its massive firepower, but as you can see it lacks a very key asset most units need in this edition, anti-tank. This is why I never let them go out alone (after all they are children and they need supervision). I run either CSM with dual melta in Rhino, or Plague Marines with dual Plasma with them to help them out. Cause 9/10 times the only thing that is standing between my Noise Marines and absolute slaughter is a metal box.
Like I said earlier this unit has massive amounts of firepower, more over massive anti-infantry firepower. This units sole purpose is to rupture internal organs, through power and flak armor alike. Not only does 14-21 bolter shots cripple Gaurdsmen and Wolf Scouts, just drive up closer and play that funky music white boi. The closer this unit gets to you, the deadlier it gets. And a CSM general you just have to give them the opportunity and they will shine, like the 4th of July, cause baby they’re fireworks (sorry, had to do it).
This brings me to my second point. You don’t need me to bring up any more stats or numbers. If, by some chance you do, /facepalm yourself and go back to your Twilight books. This unit is semi-situational. It isn’t the all around Swiss-army knifes of other units in the codex. They don’t have any reliable can-opening abilities. So this is why you include Oblits, or Havocs, or Predators, or anything for that matter. Just open those tin cans and let tem play Bach’s 8th symphony of Death. This unit also plays very well with Lash. Whether you have a Blastmaster or a Doom Siren, bunch ‘em up and blow ‘em to bits.
In conclusion…Noise Marines are a very beefy shooting unit, able to out shoot any other unit in the codex when properly equipped. Now they aren’t completely well rounded in all aspects, but they have their place. I’m not saying build an army around Noise Marines, in fact quite the contrary. Build a solid army first, and then add a dash of Noise Marines to taste. They’re an all around infantry butcher squad, so that’s what you should use them as. Perfect for standing and shooting, and also as a charge and counter charge unit. Give a whirl and see what you think. Trust me its fun, and if not me trust Slaanesh he/she/it knows how to rape people (just ask the Eldar).
Right, so in the first part of this article “series” I discussed all the options that Noise Marines can take and what they really do. So for this part I’m going to cover their battlefield applications. Now I need to state that I’m not trying to convince anyone to play an all Noise Marine army, hell I don’t even do that. I’m writing this because I feel that Noise Marines are often overlooked and under-appreciated. So with that I shall start with some tactics.
Many people see Noise Marines as a singular purpose unit. What that means is that you either equip a Blastmaster and/or some Sonic Blasters and just sit back and shoot, or you do the other extreme with a Doom Siren and Power Weapon/Fist Champ and drive up into assault. While either load outs might work in their own right I feel like there should be a compromise, a middle ground. So I run mine as follows:
8 Noise Marines, 7 Sonic Blasters, Champion with Doom Siren and Power Weapon in Rhino – 275 pts
“Alright Dan, now that’s just stupid.” Yeah, I know it is. But you know what?... It works! No joke. I know the internets has its theories and that it’s all about list building, and if you use that school of thought, then yes this configuration makes no sense. And this is why the internets with all its beloved trolls are wrong, its all about how you run/utilize units. Especially this one.
Now let me explain before you all troll me, okay? I’ve been running this set up for years now and I understand it through and through. The strength of this unit is its maneuverability and its massive firepower, but as you can see it lacks a very key asset most units need in this edition, anti-tank. This is why I never let them go out alone (after all they are children and they need supervision). I run either CSM with dual melta in Rhino, or Plague Marines with dual Plasma with them to help them out. Cause 9/10 times the only thing that is standing between my Noise Marines and absolute slaughter is a metal box.
Like I said earlier this unit has massive amounts of firepower, more over massive anti-infantry firepower. This units sole purpose is to rupture internal organs, through power and flak armor alike. Not only does 14-21 bolter shots cripple Gaurdsmen and Wolf Scouts, just drive up closer and play that funky music white boi. The closer this unit gets to you, the deadlier it gets. And a CSM general you just have to give them the opportunity and they will shine, like the 4th of July, cause baby they’re fireworks (sorry, had to do it).
This brings me to my second point. You don’t need me to bring up any more stats or numbers. If, by some chance you do, /facepalm yourself and go back to your Twilight books. This unit is semi-situational. It isn’t the all around Swiss-army knifes of other units in the codex. They don’t have any reliable can-opening abilities. So this is why you include Oblits, or Havocs, or Predators, or anything for that matter. Just open those tin cans and let tem play Bach’s 8th symphony of Death. This unit also plays very well with Lash. Whether you have a Blastmaster or a Doom Siren, bunch ‘em up and blow ‘em to bits.
In conclusion…Noise Marines are a very beefy shooting unit, able to out shoot any other unit in the codex when properly equipped. Now they aren’t completely well rounded in all aspects, but they have their place. I’m not saying build an army around Noise Marines, in fact quite the contrary. Build a solid army first, and then add a dash of Noise Marines to taste. They’re an all around infantry butcher squad, so that’s what you should use them as. Perfect for standing and shooting, and also as a charge and counter charge unit. Give a whirl and see what you think. Trust me its fun, and if not me trust Slaanesh he/she/it knows how to rape people (just ask the Eldar).
Tuesday, November 15, 2011
Unit Analysis: Noise Marines
Word Hurt Too - Part 1
So this week I wanted to talk about my favorite unit in the 40k universe, the Noise Marines. Now anyone who knows me will tell you that I’m completely dedicated to Slaanesh, so it makes sense why I love them so. If any of you have read the book “Fulgrim” you’ll know what I mean. I just love everything about them, their fluff, their color scheme, the weapons, the god like drug habits, etc. so when this toilet paper worthy codex came out those oh so many years ago I knew I had to use them; and I must say, they perform outstanding.
Now I know what most of you will say and think. I understand the current meta, and I know how many others play CSM. But I do things my own way, and I’ll be damned if I don’t have a unit in any army I field. (though I’m serious about the damned part, I think Slaanesh is watching me) So lets see…where to start…
Well the first point many use against me is that they aren’t the best troop unit we CSM generals have at our disposal. Okay, true. Noise Marines have some stiff competition in the troop slot. There’s Plague Marines and Khorne Bezerkers, hell even regular Chaos Space Marine squads can have more optimal load outs. But hear me out. Let us start with the points.
Noise Marines are only 20 points a model, more than CSM but less that other cult troops. Just like other cult troops they’re fearless, and they get the Mark of Slaanesh whish boosts their initiative to 5. So that’s 5 points more that CSM for fearless and I5, I’ll take it. The I5 makes sure that they are perfect for assault, both giving and taking (yes that’s supposed to be an innuendo). With it they will most likely be striking before everyone else, and having 2 CCW as well as any power weapon option attacks means you’ll be able to soften the blow coming back your way.
“Dan, WTF?! Zerkers are I5 on the charge and have more attacks!! And Plague Marines have a higher toughness with FNP and defensive grenades!!!” Yeah, I know, thank you for stating the obvious. I understand that KB are monsters in CC and that PM are amazing at soaking up pretty much everything. But Noise Marines shine in other ways. No they can’t take Melta Guns, but you know what they can take? Wait…wait for it…Sonic Weapons!!!
I love sonic weaponry!! And the codex allows you to kit out your squads in lots of different ways. First there’s the good old reliable Sonic Blaster. For five points you get an Assault 2 or Heavy 3. Notice the or? I understand that it’s an extra five points, but the versatility it provides is unparalleled for anti-infantry guns. This now allows you always fire up to 2’ whether you move or not. Now we shall break for some mathhammer…
So, lets look at a regular marine shooting a bolter at another marine. That means you need a 3+ to hit, a 4+ to wound, and then get through a 3+ armor save. It gives you a 8.84% chance to wound per shot. With a full Tactical squad, lets say with only bolters, firing at full range you’re scoring about .8 wounds.
So now, with sonic blasters, you’re getting twice that…1.6 wounds. And that’s at 2’, not 1’. And if you don’t move obviously you’ll get 3 shots, and that’s 2.4. We all know that the more dice you roll the better, or closer to average, and that’s what Sonic Blasters gives you.
Another option Noise Marines can take is the Blastmaster. This gun also has 2 profiles that you can fire it as. Either a 36” S5 AP4 Assault 2, Pinning or a 48” S8 AP3 Heavy 1, Blast, Pinning. Obviously you’re gonna wanna remain stationary with this bad boy. The gun speaks (literally) for itself. I have to admit that I don’t really have that much experience with using them because, well, they cost 40 pts and you can only take up to one per unit. Is it good? Yeah, it can be. Is it worth it? No, not really.
Now the last in the armory, and my personal favorite, the Doom Siren. For those who don’t know it’s a S5 AP3 template weapon. That’s right, a AP3 template!! Is there really any downside to it? Well, it’s only available for the Noise Champion. That means that you need to spent 35 pts just to access the gun, which is another 15 pts. It’s completely worth the 15 pts, but it does make your Champion 50 pts, and that’s before any power weapon options. The pay off is amazing. This single gun takes the unit from being above average to down right hellish.
So lets recap quick. Noise marines are cult troops which means that they’re Fearless. They also come with the Mark of Slaanesh which gives them +1I, so a 5 instead of a 4. We covered their armory which basicly goes like this – Sonic Blasters, yes; Blastmaster, no; and Doom Siren, hell yes! That’s it for this week. I’ll be doing a second part later this week going over some basic tactics that focus on Noise Marines and their synergy with the rest of the CSM codex.
Till then, billie_joe out, oh and Death to the False Emperor.
So this week I wanted to talk about my favorite unit in the 40k universe, the Noise Marines. Now anyone who knows me will tell you that I’m completely dedicated to Slaanesh, so it makes sense why I love them so. If any of you have read the book “Fulgrim” you’ll know what I mean. I just love everything about them, their fluff, their color scheme, the weapons, the god like drug habits, etc. so when this toilet paper worthy codex came out those oh so many years ago I knew I had to use them; and I must say, they perform outstanding.
Now I know what most of you will say and think. I understand the current meta, and I know how many others play CSM. But I do things my own way, and I’ll be damned if I don’t have a unit in any army I field. (though I’m serious about the damned part, I think Slaanesh is watching me) So lets see…where to start…
Well the first point many use against me is that they aren’t the best troop unit we CSM generals have at our disposal. Okay, true. Noise Marines have some stiff competition in the troop slot. There’s Plague Marines and Khorne Bezerkers, hell even regular Chaos Space Marine squads can have more optimal load outs. But hear me out. Let us start with the points.
Noise Marines are only 20 points a model, more than CSM but less that other cult troops. Just like other cult troops they’re fearless, and they get the Mark of Slaanesh whish boosts their initiative to 5. So that’s 5 points more that CSM for fearless and I5, I’ll take it. The I5 makes sure that they are perfect for assault, both giving and taking (yes that’s supposed to be an innuendo). With it they will most likely be striking before everyone else, and having 2 CCW as well as any power weapon option attacks means you’ll be able to soften the blow coming back your way.
“Dan, WTF?! Zerkers are I5 on the charge and have more attacks!! And Plague Marines have a higher toughness with FNP and defensive grenades!!!” Yeah, I know, thank you for stating the obvious. I understand that KB are monsters in CC and that PM are amazing at soaking up pretty much everything. But Noise Marines shine in other ways. No they can’t take Melta Guns, but you know what they can take? Wait…wait for it…Sonic Weapons!!!
I love sonic weaponry!! And the codex allows you to kit out your squads in lots of different ways. First there’s the good old reliable Sonic Blaster. For five points you get an Assault 2 or Heavy 3. Notice the or? I understand that it’s an extra five points, but the versatility it provides is unparalleled for anti-infantry guns. This now allows you always fire up to 2’ whether you move or not. Now we shall break for some mathhammer…
So, lets look at a regular marine shooting a bolter at another marine. That means you need a 3+ to hit, a 4+ to wound, and then get through a 3+ armor save. It gives you a 8.84% chance to wound per shot. With a full Tactical squad, lets say with only bolters, firing at full range you’re scoring about .8 wounds.
So now, with sonic blasters, you’re getting twice that…1.6 wounds. And that’s at 2’, not 1’. And if you don’t move obviously you’ll get 3 shots, and that’s 2.4. We all know that the more dice you roll the better, or closer to average, and that’s what Sonic Blasters gives you.
Another option Noise Marines can take is the Blastmaster. This gun also has 2 profiles that you can fire it as. Either a 36” S5 AP4 Assault 2, Pinning or a 48” S8 AP3 Heavy 1, Blast, Pinning. Obviously you’re gonna wanna remain stationary with this bad boy. The gun speaks (literally) for itself. I have to admit that I don’t really have that much experience with using them because, well, they cost 40 pts and you can only take up to one per unit. Is it good? Yeah, it can be. Is it worth it? No, not really.
Now the last in the armory, and my personal favorite, the Doom Siren. For those who don’t know it’s a S5 AP3 template weapon. That’s right, a AP3 template!! Is there really any downside to it? Well, it’s only available for the Noise Champion. That means that you need to spent 35 pts just to access the gun, which is another 15 pts. It’s completely worth the 15 pts, but it does make your Champion 50 pts, and that’s before any power weapon options. The pay off is amazing. This single gun takes the unit from being above average to down right hellish.
So lets recap quick. Noise marines are cult troops which means that they’re Fearless. They also come with the Mark of Slaanesh which gives them +1I, so a 5 instead of a 4. We covered their armory which basicly goes like this – Sonic Blasters, yes; Blastmaster, no; and Doom Siren, hell yes! That’s it for this week. I’ll be doing a second part later this week going over some basic tactics that focus on Noise Marines and their synergy with the rest of the CSM codex.
Till then, billie_joe out, oh and Death to the False Emperor.
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