Hezirah Posted December 8, 2016 Share Posted December 8, 2016 Good to have you back! I really missed reading your battle reports. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4586184 Share on other sites More sharing options...
BrotherJim Posted December 8, 2016 Share Posted December 8, 2016 I wee'd a little in my pants. :) Very exciting times! Thanks for the break down. I enjoy reading this thread, is very inspiring. Good to have you back Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4586187 Share on other sites More sharing options...
Teetengee Posted December 8, 2016 Share Posted December 8, 2016 Well, it looks like Traitor Legions really is bringing everyone back out of the wood works. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4586470 Share on other sites More sharing options...
WarriorFish Posted December 8, 2016 Share Posted December 8, 2016 Combat drugs are a big plus too, albeit at random. These are my early thoughts: 1- +1 WS - against MEQs this would make a big difference to hitting, but otherwise less so as you're probably already hitting on a 3+2- +1 BS - neat for your meltas and the like, or bolters to clear some chaff - but if you take Havocs then quite a bit better!3- +1 Init - probably the least useful, but to strike simultaneously with units that expect (or need) to hit first would make a difference4- +1 S - is this before or after multipliers I wonder but either way nice, again especially against MEQ to go up to that 3+ (and surely going first too, don't forget)5 - +1 T - probably my favourite, that extra reduction in wounds will help a lot - factor in a possible 4+ FnP on top...6- +1 A - nice way to convert in combat, as when in doubt throw more dice! With these almost all directly aiding combat (and arguably, BS5 melta to slag a transport prior to assault for example could mean all) I think the way to go is pretty clear - get up close and stabby. Conveniently this was always my plan Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4586603 Share on other sites More sharing options...
Teetengee Posted December 8, 2016 Share Posted December 8, 2016 Combat drugs are a big plus too, albeit at random. These are my early thoughts: 1- +1 WS - against MEQs this would make a big difference to hitting, but otherwise less so as you're probably already hitting on a 3+ 2- +1 BS - neat for your meltas and the like, or bolters to clear some chaff - but if you take Havocs then quite a bit better! 3- +1 Init - probably the least useful, but to strike simultaneously with units that expect (or need) to hit first would make a difference 4- +1 S - is this before or after multipliers I wonder but either way nice, again especially against MEQ to go up to that 3+ (and surely going first too, don't forget) 5 - +1 T - probably my favourite, that extra reduction in wounds will help a lot - factor in a possible 4+ FnP on top... 6- +1 A - nice way to convert in combat, as when in doubt throw more dice! With these almost all directly aiding combat (and arguably, BS5 melta to slag a transport prior to assault for example could mean all) I think the way to go is pretty clear - get up close and stabby. Conveniently this was always my plan Don't forget that +1WS and +1Init are also useful against our pointy eared nemesis. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587024 Share on other sites More sharing options...
WarriorFish Posted December 8, 2016 Share Posted December 8, 2016 My thought was it's too situational - needing both the right foe and the right roll. When the stars are aligned though I expect it would be quite delicious to be slapping the pointy ear xenos around in combat before they realise what's happening! Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587057 Share on other sites More sharing options...
Kierdale Posted December 8, 2016 Share Posted December 8, 2016 Very good to see you back, Bonzi. :tu: Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587182 Share on other sites More sharing options...
Bonzi Posted December 9, 2016 Author Share Posted December 9, 2016 Combat drugs are a big plus too, albeit at random. These are my early thoughts: 1- +1 WS - against MEQs this would make a big difference to hitting, but otherwise less so as you're probably already hitting on a 3+ 2- +1 BS - neat for your meltas and the like, or bolters to clear some chaff - but if you take Havocs then quite a bit better! 3- +1 Init - probably the least useful, but to strike simultaneously with units that expect (or need) to hit first would make a difference 4- +1 S - is this before or after multipliers I wonder but either way nice, again especially against MEQ to go up to that 3+ (and surely going first too, don't forget) 5 - +1 T - probably my favourite, that extra reduction in wounds will help a lot - factor in a possible 4+ FnP on top... 6- +1 A - nice way to convert in combat, as when in doubt throw more dice! With these almost all directly aiding combat (and arguably, BS5 melta to slag a transport prior to assault for example could mean all) I think the way to go is pretty clear - get up close and stabby. Conveniently this was always my plan They are and I agree with your points. I plan on covering them more when I get to Decurion and Formation bonuses. The next part I'd like to give a quick word to is our warlord table. My general thought is praise Slaanesh that there are no out and out stupid traits that make you groan to roll. There is deffinetly a 50/50 split of good vs meh, but nothing terrible and that is saying something. #1. Eternal Warrior. Yes please. Chaos is forced to challenge and our traits, rules, and fluff focus heavily on it. Its the rule every CC warlord wants and few have. Probably the second best trait we have. #2. This one is middling good. Stacked on our mark bonus and possible combat drugs this one can see us outclassing everyone except for Daemons of Slaanesh heroes and assassins. Its better considering we get the rending lash that strikes at initiative....you can drop a character with instant death at the same step as hammer of wrath if your lucky. Third best trait. #3. An extra +1 FnP for your warlord, meaning if you lord is in a unit with our banner (as he should be), you can get a 3+ FnP! I play necrons...a 3+ 4++ 4+++ is hard to shift...we can do even better in Terminator armor for an entire unit. 2+ 4++ 3+++. Just let that sink in as you ponder our best trait. #4. Fear is bleh as a warlord trait but at least this is on a 3D6 so it will actually work on units that can be effected by fear so I give it a meh. Probably our least useful trait. #5. An extra attack for every wound lost. This one is OK but situational. In my experience Warlords rarely limp through fights and lose wounds slowly...they typically get turned into a pink mist via instant death powerfist or thunder hammer or melta gun to the face and even with all of our buffs to FnP....instant death still trumps all. A couple extra attacks from a wounded warlord will be handy and certainly fluffy, but I don't see this one changing the course of the game much. This trait slides in at fifth best trait. #6. Autopass Look out Sir. Pretty bland and most may consider this worse than the previous trait but...remember that instant death I talked about earlier? I've lost many a character and even warlord to that pesky 1 vs a lascannon or melta shot or swarm of targeted barrage wounds. Also remember that Imperial Agents is coming out soon and assassins like the popular vindicare might become more common. Flip that guy the bird as your warlord holds one of his guys in front of him and stomps across the field without a care in the world. Another nice thing is that Daemon Princes can reroll this one. Its rare that GW recognizes that some warlords wont bennefit from a certain trait and allows the reroll so bask in that glory too as you consider the fourth best trait we have. Out of all of them the only one I really don't want it fear and that because it seems to be the only trait I roll when I use the SM or CSM traits for a battle. Lucky we get a reroll if we have Decurion, right? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587336 Share on other sites More sharing options...
The Nephilim Posted December 9, 2016 Share Posted December 9, 2016 Lucky we get a reroll if we have Decurion, right? We do? Where did I miss this?! Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587344 Share on other sites More sharing options...
Marshal Loss Posted December 9, 2016 Share Posted December 9, 2016 Yep he's right, if it's your Primary Detachment you can re-roll the Warlord trait. Rule name is 'Lord of Hedonism'. Enjoyed reading your thoughts on the III so far, look forward to seeing more Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4587356 Share on other sites More sharing options...
Filkarion Posted December 9, 2016 Share Posted December 9, 2016 As the topic is about noise marines I give you my humble review on the kacophoni an why I think it should be taken with a full investiment My take is 6 msu with 3 sonic blaster and 1 blastmaster The Lord also gain split fire, so is really useful if joined to a squad outside the formation; if anyone in a unit has that rule you can choose any model to shot at a secondary target Blastmasters +1str means str 9 for a blastmaster; against infantry is almost the same, shred being the "game changer", but this added "volume" makes the big bad loudscreamer useful against vheicles! Yes, you cannot "explode" but you can still shaken, stun, destroy weapon or immobilize. That point in strenght makes a great difference. The secondary profile become very good against some unconventional target. Str6 assault 2 ap4 shred ignore conver is no joke, good in overwatch and not too bad against invisibility or fly Sonic blasters are the ultimate midfield controller. 56 shots for the same amount of points and with str 5 you can glance AV 11 and wound T8 (with shred) Doom sirens are really nice, but not worth 3 meltabombs, while less then 2 can buy your 3 blasters. So the unit champion wins the ablative role...not the best for him, but someone has to do it Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4588154 Share on other sites More sharing options...
The Nephilim Posted December 9, 2016 Share Posted December 9, 2016 As the topic is about noise marines I give you my humble review on the kacophoni an why I think it should be taken with a full investiment My take is 6 msu with 3 sonic blaster and 1 blastmaster The Lord also gain split fire, so is really useful if joined to a squad outside the formation; if anyone in a unit has that rule you can choose any model to shot at a secondary target Blastmasters +1str means str 9 for a blastmaster; against infantry is almost the same, shred being the "game changer", but this added "volume" makes the big bad loudscreamer useful against vheicles! Yes, you cannot "explode" but you can still shaken, stun, destroy weapon or immobilize. That point in strenght makes a great difference. The secondary profile become very good against some unconventional target. Str6 assault 2 ap4 shred ignore conver is no joke, good in overwatch and not too bad against invisibility or fly Sonic blasters are the ultimate midfield controller. 56 shots for the same amount of points and with str 5 you can glance AV 11 and wound T8 (with shred) Doom sirens are really nice, but not worth 3 meltabombs, while less then 2 can buy your 3 blasters. So the unit champion wins the ablative role...not the best for him, but someone has to do it I love the way your mind works. I didn't even think about dropping the doomsiren. It's always been a must-have for me because the rule of cool. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4588236 Share on other sites More sharing options...
dakkamasta Posted December 9, 2016 Share Posted December 9, 2016 As the topic is about noise marines I give you my humble review on the kacophoni an why I think it should be taken with a full investiment My take is 6 msu with 3 sonic blaster and 1 blastmaster The Lord also gain split fire, so is really useful if joined to a squad outside the formation; if anyone in a unit has that rule you can choose any model to shot at a secondary target Blastmasters +1str means str 9 for a blastmaster; against infantry is almost the same, shred being the "game changer", but this added "volume" makes the big bad loudscreamer useful against vheicles! Yes, you cannot "explode" but you can still shaken, stun, destroy weapon or immobilize. That point in strenght makes a great difference. The secondary profile become very good against some unconventional target. Str6 assault 2 ap4 shred ignore conver is no joke, good in overwatch and not too bad against invisibility or fly Sonic blasters are the ultimate midfield controller. 56 shots for the same amount of points and with str 5 you can glance AV 11 and wound T8 (with shred) Doom sirens are really nice, but not worth 3 meltabombs, while less then 2 can buy your 3 blasters. So the unit champion wins the ablative role...not the best for him, but someone has to do it I love the way your mind works. I didn't even think about dropping the doomsiren. It's always been a must-have for me because the rule of cool. I never took doom sirens on shooty noise marine squads. As hard as it was to resist the temptation, it came down to the fact that a template weapon (no matter how awesome) just doesn't fit in a unit with a mix of 24/48" shooting that is primarily stationary. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4588294 Share on other sites More sharing options...
The Nephilim Posted December 10, 2016 Share Posted December 10, 2016 Okay, so what do you guys think of this list? Emperor's Children Legionnaire Warband - 2492pts HQ Chaos Lord (185pts) Bike, Mark of Slaanesh, Melta bombs, Plasma Pistol, Power Armour, Sigil of corruption, The Murder Sword, Veterans of the Long War, Warlord Champion of Chaos, Fearless, Independant Character, Mark of Slaanesh, Murder, Veterans of the Long War Sorcerer (215pts) 2x Additional Mastery Level, Bike, Dimensional Key, Force Axe, Mark of Slaanesh, Power Armour, Sigil of corruption, Spell familiar, Veterans of the Long War Champion of Chaos, Independant Character, Mark of Slaanesh, Psyker, Veterans of the Long War ElitesPossessed (185pts) Icon of Excess, Mark of Slaanesh, 4x Possessed, Possessed Champion, Veterans of the Long War Daemon, Fearless, Feel No Pain, Fleet, Mark of Slaanesh, Vessels of Chaos, Veterans of the Long WarPossessed (185pts) Icon of Excess, Mark of Slaanesh, 4x Possessed, Possessed Champion, Veterans of the Long War Daemon, Fearless, Feel No Pain, Fleet, Mark of Slaanesh, Vessels of Chaos, Veterans of the Long War TroopsNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of ChaosNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of ChaosNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of ChaosNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of ChaosNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of ChaosNoise Marines (212pts) 5x Extra CCW, Icon of Excess, 5x Noise Marines, Replace Boltgun w/ Blastmaster, 3x Replace Boltgun w/ Sonic Blaster, Veterans of the Long War Fearless, Feel No Pain, Mark of Slaanesh, Veterans of the Long War Noise Champion Bolt Pistol, Melta Bombs, Power Sword Champion of Chaos Fast Attack Chaos Bikers (225pts) 4x Chaos Biker, Icon of Excess, Mark of Slaanesh, 2x Meltagun, Veterans of the Long War Feel No Pain, Mark of Slaanesh, Veterans of the Long War Chaos Biker Champion Melta Bombs, Power Axe, Power Fist Champion of ChaosChaos Bikers (225pts) 4x Chaos Biker, Icon of Excess, Mark of Slaanesh, 2x Meltagun, Veterans of the Long War Feel No Pain, Mark of Slaanesh, Veterans of the Long War Chaos Biker Champion Melta Bombs, Power Axe, Power Fist Champion of Chaos My thoughts: Noise Marines advance only when needed. Gave additional CCs so they don't get hosed. Bikes deploy in pincher, possessed behind bikes. Bikes advance to their objectives screening possessed. Possessed pick their targets and break from biker or natural cover. I wanted to give possessed a try. Marked as they are in a noise marine list, they'd still get the +4 FNP with and icon, yeah? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4588391 Share on other sites More sharing options...
Xenith Posted December 10, 2016 Share Posted December 10, 2016 A shredding doom siren is good though, right? Midfield anti charge. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4588919 Share on other sites More sharing options...
The Nephilim Posted December 10, 2016 Share Posted December 10, 2016 Especially at str 9. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589119 Share on other sites More sharing options...
Bonzi Posted December 11, 2016 Author Share Posted December 11, 2016 So, before the review is done......lets do a battle report! Went to the store today, picked up my book and an immediate game to try it out on. Rolled out against a friends Deathwatch army at 1750. My army was gimped by unit choices because I haven't finished building everything, is army was gimped because he doesn't have enough drop pods to do what he wants. My List: (Rolled +1 A army wide for combat drugs) Leadership Choice Sorc: MoS, VotLW, terminator armor, lvl 3, force sword, d3 drugs (rolled +1 A & +1 T. Powers were Slaanesh lore #1, #3, #6) Kakophani Formation Lord: MoS, VotLW, Lash, melta bomb, sigil of corruption (rolled +2 In warlord trait) x10 Noise Marines: doom siren, power sword, melta bombs, extra ccw, VotLW, Banner Rhino x9 Noise Marines: doom siren, power sword, melta bombs, extra ccw, VotLW, Banner (Lord Here) Rhino x5 Noise Marines: x4 sonic blasters, VotLW x5 Noise Marines: blastmaster, VotLW x5 Noise Marines: blastmaster, VotLW x5 Noise Marines: blastmaster, VotLW Obliterator Cult Warpsmith: MoS, VotLW x2 Obliterators: MoS, VotLW (Sorc and Warpsmith here) x1 Obliterator: MoS, VotLW x1 Obliterator: MoS, VotLW He had: Watch Captain: artificer armor, thunderhammer Libarian: terminator armor, lvl 2 telepathy powers x5 units of 5-6 Deathwatch (mix of terminators and marines, every weapon and gun you can shake a stick at) x3 Drop Pods Dreadnought: plasma cannon, heavy flamer Corvus Flyer: assault cannons, tl bolter things, bombs, x4 missiles Mission was Cloak and Shadows, Dawn of War deployment I won't do a blow by blow because frankly the game was fast. He had first turn and had the flyer and three pods in reserve. The dread and two squads were deployed in his zone on foot. I had nothing in reserve, I spread my three blast master squads out evenly in cover in my zone and did the same with the Oblits and Rhino Noise Marines because I knew he could come down anywhere and I wanted to have the tools to deal no matter where he was. Turn 1 He podded in two units, one with his libby the other with his lord, and murdered most of one of my blastmaster squads leaving only the blastmaster and one guy. He also hung a wound on a single Oblit and killed three of the sonic blaster squad with shriek. My opponent notes my entire army is fearless and doesn't mind the pain. My response is to disembark both big Noise Marine squads and maneuver Oblits (granting two shots to the main oblit squad the smith is with). Sorc gives hysterical frenzy to the lords unit (+1 A) and perils (nothing happens), duff the rest. Single oblits do squat other than cooking a wound onto one with overheat, the dual oblits shred a walking unit on his side with assault cannons and tl plasma guns. One blastmaster smokes a hit on the other walking squad and erases three of them. The Doomsirens shred his pod units along with double tap bolters. His libby is now alone with one wound and his Captain is down to one terminator friend and one marine. I score some VPs (first blood and a card), he scores none. Turn 2 Last pod comes in and so does Corvus. His lone libby maneuvers and gets dominate on one doomsiren squad, shriek does nothing. Corvus kills a couple of the Lords NM with shooting. Plasma dred kills a couple of a blastmaster NM squad. Drop pods and Libby kill off the lone Blastmaster left from turn one. New pod unit kills two Noise Marine on my last unharmed Blasmaster squad. His Captain and Termi charge in to my Doomsiren squad without the Lord, siren overwatch kills the lone marine. Champion takes a hammer to the face in challenge, squad fails to kill the terminator even with 7 wounds...3 more NM fall. My turn my Lord NM unit wheels around to face the new pod unit, Sorc/Smith/Oblit unit maneuvers to get a shot on the Corvus, single Oblit walks onto a skyfire nexus, last Oblit ambles towards the Libby. Sorc does stuff, it doesn't matter because its blocked or failed. Lord NM squad siren and bolt pistols kill all but the terminator in the new drop pod squad, split fire bolters from blastmaster squads finish the terminator off. Oblits fail to hurt the Corvus as does the skyfire nexus...he didn't even bother jinking. Last two Sonic Blasters gun down the libby. Other blastmasters finish off all downrange Deathwatch except one Sarg, one also shakes his dread. In combat my NM kill the Terminator and hang one wound on the Captain but get beat down to just three guys. (I get two points, he gets one) Turn 3 His last Sarg who was walking across the board fires his plasma pistol and it blows up in his face and kills him. Corvus does a bombing run on the Lords NM unit, killing one or two. His Captain is unhurt in combat but kills all NM in the squad except the banner bearer. My Sorc/Smith/Oblit squad angles for more shots on the Corvus (smith remembers to grant Oblits second shot). Last oblit lines up for a charge into the combat between his Captain and my banner Noise Marine. Sorc grants +1 Init to my lords unit, pushing the Lord to Init 9 at this point? Much shooting at the Corvus blows off the tl bolter thing. Dread is killed by blastmasters. The Lord, totally bored by all the running and shooting and no combat. charges a drop pod and slaps a meltabomb on the hull at Init 1...and blows it up, killing one of the NM in his unit. The last Oblit charges his Captain and lands four hits with his powerfist (Thanks hatred and combat drugs!). Captain lands a hammer blow in return. The Captain fails an invuln and is reduced to pink mist...the Oblit blocks the hammer wound with his daemon save. I get more points but I doesn't matter, my opponent calls the game since he only has the Corvus left and next turn it must hover of leave the board. Either way I have it. At the end of the game I had only lost one entire unit, several were wounded or almost destroyed but still in play. Unit/Rules/Formation reviews: The 6+ FnP saved a couple guys, nothing super game changing. Combat drugs +1 A was handy, especially paired with Hatred. It would have been better but my only combat was vs a Terminator and a Artificer Armor Captain. Never had a model killed in combat before it could swing. Fearless was the big boon. My army just kept swinging no matter what was dished to them and most of the game I was on my board edge...a failed LD would have been unit destroyed. Mostly moot though as Noise Marines had fearless before the Decurion bonus. Lord did zip other than popping a drop pod. Sorc did zip other than doling out some buffs that never mattered because the buffed units never saw combat. Warpsmith told Oblits to shoot extra times which killed some marines and did some damage to the Corvus so....leadership MVP? Not really a fault with the units so much as the Noise Marines and Oblits doing all the work themselves. Noise Marines. Mother-of-peral do they get nasty with +1 S and Shred Sonic weapons and Split Fire. Wholesale murder and durable to boot with a 4+ FnP on the larger squads. Doomsirens are the bane of Drop Pod armies and Split Fire and Soinic Blasters are great for tagging extra wounds on 2+ units like terminators. MVPs of the game between the units themselves and the formation bonuses. Oblits. My little ap1 & 2 suppliers. They did meh, but I give full marks to the one brave Oblit who punched the Captain to death and lived to tell the tale. Honestly? Against Drop Pod armies Doom Sirens are the final word. The game was damn near over once all three pod squads got nuked by Sirens. His army was so small and elite that my army just swarmed him and burnt him to the ground with cheaper sources of ap3 ignores cover weapons. The Noise Marine formation is brutal. The Oblit one certainly can be and I hope to roll some mutilators in it for a more Slaaneshi feel. I look forward to trying the Warband as a core formation as well. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589341 Share on other sites More sharing options...
DraneceusRex Posted December 11, 2016 Share Posted December 11, 2016 Wait, how do you get a doom siren to str 9? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589343 Share on other sites More sharing options...
Teetengee Posted December 11, 2016 Share Posted December 11, 2016 Question, does the option to get split fire (that was a thing right?) mean that blastmaster+sonic blaster units might see play? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589352 Share on other sites More sharing options...
DraneceusRex Posted December 11, 2016 Share Posted December 11, 2016 Question, does the option to get split fire (that was a thing right?) mean that blastmaster+sonic blaster units might see play? Yes, SB + BM will at least see a little bit of play with the new book with shred and the str bonus. str 5(potentially str 6 w/ Symphony of Pain) sonic blasters are sick. Bonzi, thanks for the write-up. I like that list! I am curious what you are theorycrafting that you were unable to field because you were "gimped by unit choices"? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589356 Share on other sites More sharing options...
Bonzi Posted December 11, 2016 Author Share Posted December 11, 2016 I want to try more formations like the warband, the vehicle, or the raptor one. Just don't have the models. Also want to roll mutilators teamed with an ectomancy sorc trying for Soul Switch to teleport into a losing combat like the one I had vs the Watch Captain. I think with our new rules and powers mutilators could see real use. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589364 Share on other sites More sharing options...
01RTB01 Posted December 11, 2016 Share Posted December 11, 2016 Can you ally in demons for things like the kakophoni formation therefore needing an HQ, one troops choice and so on? Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589586 Share on other sites More sharing options...
Bonzi Posted December 11, 2016 Author Share Posted December 11, 2016 I don't see any restrictions to it. The Allies detachment is universal and can be tacked onto any army. I may rerun some daemon ally lists later on. They certainly bring some mobility that my current list lacks. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589727 Share on other sites More sharing options...
01RTB01 Posted December 11, 2016 Share Posted December 11, 2016 I don't see any restrictions to it. The Allies detachment is universal and can be tacked onto any army. I may rerun some daemon ally lists later on. They certainly bring some mobility that my current list lacks. And some diaznettes I may have purchased via made to order :) Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4589823 Share on other sites More sharing options...
hushrong Posted December 12, 2016 Share Posted December 12, 2016 I have to say I am happy to see this thread up and running! Bonzi's posts in the past set me on the right direction when I was working on my Emperor's Children and I hope to see more brainstorming and battle plans now that we have Traitor Legions. Today I played a great game against my buddies Dark Eldar and did extremely well. Being a bit dusty and never having used a formation before I think I did a-ok. Better noise weaponry, feel no pain, and some other little shenanigans like combat drugs getting me a +1 bonus was such a breath of freshly-tainted chaotic air. I could even hear his little plastic elves scream in horror at the new and improved Third Legion. My list was as such: Cult of Golden Tears v.22 1496pts Kakaphoni: -Lord, MoS, Murder Sword (should have brought Blissgiver...) -Noise Marines, 4x Sonic Blasters, Rhino (objective grabbers) -Noise Marines, 4x Sonic Blasters, Rhino (objective grabbers) -Noise Marines, 3x Sonic Blasters, Blastmaster (fire support) -Noise Marines, 3x Sonic Blasters, Blastmaster (fire support) -Noise Marines, 3x Sonic Blasters, Blastmaster (fire support) -Noise Marines, +2 NM, 6x CCW, Icon (objective grabber/enemy warlord hunter, Lord went here) Fist of the Gods, -Warpsmith -Predator, autocannon, heavy bolter sponsons -Predator, autocannon, heavy bolter sponsons -Land Raider (Lord and NM CCW squad hitched a ride with Warpsmith) I have to say all those marines with noise weapons were phenomenal. I liked sonic blasters before and LOVED blastmasters but now they are just so much more effective and I couldn't be happier. It also helped that I played against an army that really seems to need cover saves. FNP was extra icing on the cake and saved my bacon a lot. It's just great to have that extra dice roll to possibly save that marine without having to spend so many points for it. I really want to retool a bike unit with the Icon now. I had some general questions though as I am not too knowledgeable about formations as I used to only use the regular, old force org and do not have my rule book. The main thing I am wondering is if my auxiliary choices must upgrade to marks but also get VotLW free plus the benefits it brings? For example, in my Fist of the Gods does the Warpsmith have to take a mark? The formation restriction says "none" while the Kakaphoni says its an EC detachment. Also, the only way to bring in forgeworld goodies is by using the combine arms or allied detachments? I have a sicaran and have been proxying hell blades but they do not fit anywhere in any chaos detachment formation thing. So to bring those I would have to pay an HQ & Troop tax, right? Well, looking forward to seeing what others come up with. Also, please let me know if there are issues with my list as I keep double checking all the new stuff we got and constantly thinking it was a dream. Link to comment https://bolterandchainsword.com/topic/271966-making-noise-marines-scream/page/14/#findComment-4590238 Share on other sites More sharing options...
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