The Nephilim Posted October 18, 2012 Share Posted October 18, 2012 They also ignore the Jink saves for skimmers and bikes moving, turbo-boosting, or moving flat out. This right here is why sonic blasters aren't overcosted and why they will kick so much butt it isn't even funny. Its by far the best gun, presently, in the game, in my personal opinion. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3211901 Share on other sites More sharing options...
Ethrion Posted October 18, 2012 Share Posted October 18, 2012 They also ignore the Jink saves for skimmers and bikes moving, turbo-boosting, or moving flat out. This right here is why sonic blasters aren't overcosted and why they will kick so much butt it isn't even funny. Its by far the best gun, presently, in the game, in my personal opinion. Oh golly I hadn't even thought of that either! This is awesome news :D Noise marines are now, in my mind, the best cult unit. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3211956 Share on other sites More sharing options...
Spacefrisian Posted October 25, 2012 Share Posted October 25, 2012 I dont know what to make of the sonicblasters, i have to spend points on a Rhino if i want to use its 12" range or i have to wait till they get into max range for full shots. BTW: what can i use when i am being assaulted 2 or 3 shots? Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3219519 Share on other sites More sharing options...
Lepaca Posted October 25, 2012 Share Posted October 25, 2012 I dont know what to make of the sonicblasters, i have to spend points on a Rhino if i want to use its 12" range or i have to wait till they get into max range for full shots. BTW: what can i use when i am being assaulted 2 or 3 shots? 3 Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3219530 Share on other sites More sharing options...
minigun762 Posted October 25, 2012 Share Posted October 25, 2012 I dont know what to make of the sonicblasters, i have to spend points on a Rhino if i want to use its 12" range or i have to wait till they get into max range for full shots. Agreed. I'm suffering from a crisis of confidence with the basic blaster as well. I like the idea of it but actually getting it into the fight is more of a struggle. I wouldn't have said this at the codex's release but I'm thinking 9 bolters and the blast master might be a better option. While you want to be static, even if you do move you're still getting two S5 shots that ignore cover along with all of the bolter shots. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3219665 Share on other sites More sharing options...
Spacefrisian Posted October 25, 2012 Share Posted October 25, 2012 They can be made a bit better but it will cost you a Slaanesh Sorceror to get that. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3219859 Share on other sites More sharing options...
Hannibal.Lictor Posted October 27, 2012 Share Posted October 27, 2012 I dont know, so far me for me, I move them up in T1, then blast the bajeebus out of stuff. I have (2) 15 man units with icon and master, the amount of dice is stupid. Most games 24 inches is plenty of range. Even if you get unlucky and have to press your opponents side due to obj inequity, you only need 2-3 turns of blasting the crap out of them to make them effective. They are not really turn one/two units per say, they are the guys that tip the balance mid game and end it late game. You want a start game killer, get a MoS DP with wings and blackmace. Jump him into some :) and use him as a decoy as you get your rock band set up for heavy metal madness. We have two guys at my league that run DE and I salavate with anticipation, the utter ruin these guys are going to cause. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3221239 Share on other sites More sharing options...
minigun762 Posted October 27, 2012 Share Posted October 27, 2012 I dont know, so far me for me, I move them up in T1, then blast the bajeebus out of stuff. I have (2) 15 man units with icon and master, the amount of dice is stupid. Most games 24 inches is plenty of range. Even if you get unlucky and have to press your opponents side due to obj inequity, you only need 2-3 turns of blasting the crap out of them to make them effective. They are not really turn one/two units per say, they are the guys that tip the balance mid game and end it late game. You want a start game killer, get a MoS DP with wings and blackmace. Jump him into some :tu: and use him as a decoy as you get your rock band set up for heavy metal madness. We have two guys at my league that run DE and I salavate with anticipation, the utter ruin these guys are going to cause. How often are you finding yourself within range of a target? Is this with only sonics or blast masters as well? Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3221638 Share on other sites More sharing options...
Hannibal.Lictor Posted October 28, 2012 Share Posted October 28, 2012 Pretty much getting alot of shooting every game, and still playing with and without the blast master. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3221868 Share on other sites More sharing options...
Canadin Posted November 3, 2012 Share Posted November 3, 2012 What do people think about mixed squads? As in like 4 triple equip 'bodyguards', 4 sonic blaster, champion, and Blastmaster Or maybe 2 bodyguards, 6 sonic guns? The reason I ask is that as it is written, Noise Marines cannot buy an extra CCW if they got a sonic blaster, and so get less I5 attacks in close combat, AND in some cases (moving to within 12 of target) bolters equal sonic blasters. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3228486 Share on other sites More sharing options...
minigun762 Posted November 3, 2012 Share Posted November 3, 2012 I'm very much leaning towards focused squads. Doom siren/claw and extra CCW or sonic blaster squads, sometimes with blastmaster. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3228654 Share on other sites More sharing options...
Spacefrisian Posted November 6, 2012 Share Posted November 6, 2012 The reason I ask is that as it is written, Noise Marines cannot buy an extra CCW if they got a sonic blaster, and so get less I5 attacks in close combat, AND in some cases (moving to within 12 of target) bolters equal sonic blasters. Dunno what you read but i read the following. May take closec ombat weapon replace boltgun with -closecombat weapon/ sonciblaster Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3230909 Share on other sites More sharing options...
VoteForPedro Posted November 6, 2012 Share Posted November 6, 2012 Dunno what you read but i read the following. May take closec ombat weapon replace boltgun with -closecombat weapon/ sonciblaster It's one or the other unfortunately. I don't have the book in front of me but the wording is basically: Each marine may buy an extra CCW for x points Or May replace his bolter with a Sonic Blaster This means you need to decide how the squad is going to function when you equip them as a Sonic Blaster marine won't have 2 I5 attacks. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3230970 Share on other sites More sharing options...
allwaysoffside Posted November 6, 2012 Share Posted November 6, 2012 Having been a Nurgle player for a while, I have to say, I love the look of Noise marines with sonic blasters. OK, salvo 2/3 means if you’re moving you only have a 12inch range. But, a unit of 15, sitting in cover/on an objective, with the IoE is fearless, in power armour, with 3+/5++ save and 5+ FnP, whilst chucking out 45 shots a round that ignore cover. That’s not bad for 340pts. All of that mixed with the synergy of sorcerer is brilliant. SoP will mean your NM are ALWAYS going to win the fire fight as you start to wound on a 2 and 3’s, and the enemy needs 4 and 5’s to hit. The only thing I wouldn’t do with NM is assault. Let me explain. If you take NM I think you have to take a MoS Sorcerer for SoP which is the best power in the codex. Even if you’re not levelling off loads of sonic weapons, docking WS and BS is excellent. But to guarantee SoP you need to go Lv3. Which means you will have also, Hysterical Frenzy and it’s a shame to have it and not use it. If you don’t go Lv 3 you can not guarantee SoP, and you have a chance of getting HF which means using it more. Which is not a bad thing as it’s a good power. Until it gives your NM squad +1 I. Which is worthless. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3230983 Share on other sites More sharing options...
Fibonacci Posted November 6, 2012 Share Posted November 6, 2012 But to guarantee SoP you need to go Lv3. You can never actually guarantee getting symphony of pain. Even as a lvl3 psyker, there is still a good chance of not getting the power you need. It is not a good idea to build a list around a psychic power. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3230996 Share on other sites More sharing options...
Andrés Pacheco Posted November 6, 2012 Share Posted November 6, 2012 Pretty much drive to mid-field, disembark into cover. Then shoot the fraq out of anything for miles around ;) 3 quads of 10 (with a MoS Lord to make them troops) is a pretty cool gunline. Then they get assaulted, and throw out a metric flip-ton of overwatch before getting to strike first. YMMV for sure, but hey, they're dubstep ninjas from outta space who take loadsa drugs and stuff. What's not to like? Alt build is DS, extra CCW and maybe Blastmaster (Assault 2 profile is still pretty good) and throw them into combat for some I5 goodness. Now GW just need to hurry up and release some supersexy new figs for them so that I can give them all of my money forever and ever. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3231387 Share on other sites More sharing options...
allwaysoffside Posted November 7, 2012 Share Posted November 7, 2012 But to guarantee SoP you need to go Lv3. You can never actually guarantee getting symphony of pain. Even as a lvl3 psyker, there is still a good chance of not getting the power you need. It is not a good idea to build a list around a psychic power. Have I missed something (not very good with powers)? Master level 3, take 3 powers, all off of the Slannesh list? Either way, the point I was trying to make (might have failed) is to make sure you have a squad that can benifit from both of the Slannesh WC1 powers if you take a Lv1 scocerer. Of which NM dont as you get an other +1I. wasted. So I'd take marines with MoK for extra killy, or MoN to keep the enemy working hard on gettign rid of me. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3231882 Share on other sites More sharing options...
Andrés Pacheco Posted November 7, 2012 Share Posted November 7, 2012 But to guarantee SoP you need to go Lv3. You can never actually guarantee getting symphony of pain. Even as a lvl3 psyker, there is still a good chance of not getting the power you need. It is not a good idea to build a list around a psychic power. Have I missed something (not very good with powers)? Master level 3, take 3 powers, all off of the Slannesh list? Either way, the point I was trying to make (might have failed) is to make sure you have a squad that can benifit from both of the Slannesh WC1 powers if you take a Lv1 scocerer. Of which NM dont as you get an other +1I. wasted. So I'd take marines with MoK for extra killy, or MoN to keep the enemy working hard on gettign rid of me. I think a sorcerer can only take half (rounded up) of their powers from the same list, so 2 Slaanesh powers max for a ML3 Slaanesh Sorcerer. Not 100% on this, so please someone else confirm/deny as appropriate. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3232086 Share on other sites More sharing options...
Xenith Posted November 8, 2012 Share Posted November 8, 2012 I think a sorcerer can only take half (rounded up) of their powers from the same list, so 2 Slaanesh powers max for a ML3 Slaanesh Sorcerer. Not 100% on this, so please someone else confirm/deny as appropriate. This is true. Max 50% powers from your God Lore. It's all in the Psychic Power section of the codex. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3232767 Share on other sites More sharing options...
allwaysoffside Posted November 8, 2012 Share Posted November 8, 2012 Seen that now. Even with 2 of the Slannesh god powers, you’re going to get something worth while as while I’ll be hopeing for SoP and HF, Ecstatic Seizures is ok, but best only really worth it on larger and or poorly armoured squads. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3232991 Share on other sites More sharing options...
Spacefrisian Posted November 11, 2012 Share Posted November 11, 2012 I have been toying with the idea of a cc unit of noise marine with Lucius attached in a landraider. Unit would be something like this. Lucius 9 noise marines Champ with swiss Power weapon and doomsiren -Icon of excess -swap bolters for combat weapons Landraider with Dirge caster and Daemonic possession Might not pack the same powerpunch as those Berzerkers but they are striking faster than them and they feel less pain. And 2x ap 3 flamers Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3235483 Share on other sites More sharing options...
minigun762 Posted November 11, 2012 Share Posted November 11, 2012 I have been toying with the idea of a cc unit of noise marine with Lucius attached in a landraider. Unit would be something like this. Lucius 9 noise marines Champ with swiss Power weapon and doomsiren -Icon of excess -swap bolters for combat weapons Landraider with Dirge caster and Daemonic possession Might not pack the same powerpunch as those Berzerkers but they are striking faster than them and they feel less pain. And 2x ap 3 flamers I like it and i'm tempted by something similar. The main change I was considering was keeping the bolters, buying the extra CCW and using a rhino instead. With the doom sirens represent so much of the squad's firepower, I'm less concerned with getting that charge in as 2 templates followed by 2 overwatchs would still be nasty. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3235662 Share on other sites More sharing options...
Spacefrisian Posted November 11, 2012 Share Posted November 11, 2012 I would rather be able to charge when i get out instead of standing outside a vehicle for 1 round, and the dirgecaster will make sure my opponent doesnt try to overwatch me to death. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3235732 Share on other sites More sharing options...
minigun762 Posted November 11, 2012 Share Posted November 11, 2012 I would rather be able to charge when i get out instead of standing outside a vehicle for 1 round, and the dirgecaster will make sure my opponent doesnt try to overwatch me to death. Good thinking. It would be a fairly tough squad, I5 and FnP should keep your casualties to a minimum. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3235823 Share on other sites More sharing options...
Forté Posted December 4, 2012 Share Posted December 4, 2012 Bit of a mad one but is a NM champ with duel Plasma Pistols viable? Would be able to fire both. Or go with the Lightning Claw/ Doom Siren/ Combi-Bolter? More for a 12 strong unit with Sonics and Icon. Link to comment https://bolterandchainsword.com/topic/255397-noise-marines-in-6th/page/3/#findComment-3253317 Share on other sites More sharing options...
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