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40 Posts
Discussion Starter #1
I wanted to make an army that focused on getting the best bang for my buck with Noise Marines. At first glance they're not so great. +1 Initiative is cool, but it's not as valuable as +1 S, T, W, WS, etc. so I fell back on Noise Marine weaponry (and the NM models I already had).

HQ

Chaos Sorcerer - 150
mark of slaanesh, lash of submission, jump pack, meltabombs

Daemon Prince - 155
mark of slaanesh, lash of submission, wings

Greater Daemon - 100

TROOPS

Noise Marine Squad #1 (7) - 250
noise champion, powerfist, doom siren, 4x sonic blaster, rhino

Noise Marine Squad #2 (7) - 250
noise champion, powerfist, doom siren, 4x sonic blaster, rhino

Noise Marine Squad #3 (7) - 250
noise champion, powerfist, doom siren, 4x sonic blaster, rhino

Noise Marine Squad #4 (7) - 190
noise champion, rhino

Noise Marine Squad #5 (5) - 140
blastmaster

Noise Marine Squad #6 (5) - 140
blastmaster

HEAVY SUPPORT

Obliterator Squad (3) - 225

Defiler - 150
2x additional dreadnought close combat weapon

Obviously the lash is pretty powerful, making first turn close combat an awful inevitability. The real power in the army lies in its ability to vaporize models with a 3+ armor save with Doom Sirens, Blastmasters and a Battle Cannon. The Obliterators are just there as all-purpose filler since I don't want to be caught with my pants down against an IG or Tyranid force.
 

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Great army! I'm still fond of armies taking their "sacred number" or whatever in troops squads but otherwise I think it's fantastic and would be tough.
 
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