Why do you think the doom siren squad failed you?
Reading the report it seems like you were very unlucky by taking mass losses on the squad and then coming up against a dreadnought. For a squad geared to kill infantry, it's no surprise they struggled.
Or is it that the anti MEQ niche is covered by blastmasters?
I don't feel like the Doom Siren failed me since I was definetly using it outside of its comfort zone; it's more that they have been superseded by the Daemonettes. For a few reasons:
#1. As you mentioned, the doom siren has a pretty similar role/target as the blastmaster squads and I find the blastmaster squads are better at it.
#2. I used the siren squad as an aggressive objective taker to pair with my campy msu blastmaster elements. Point for point I find Daemonettes better for this role. The Nettes are much much faster, have a way bigger punch in CC, have a bigger range of targets they are effective against (infanty/heavy infantry/walkers/tanks), and bring AP 2 close combat weapons that swing at initiative. Daemonettes low toughness is offset by their speed and their lack of assault grenades is offset by my blastmasters ignoring cover saves. I find the synergy Nettes bring to Noise Marine list is far greater than what the Doom Siren offers.
If we were talking about mech lists this would probably reverse.
So far I love the info on the Noise Marines, I have been on the lookout for a rare army to field and since no Slaneesh force is played in my club I am somehow inclined to start one. I am surprised by the good performance of the MSU squads, but I have several questions on how to field them at 2k points range.
Following your logic we speak of 4 MSU and a Doomsiren squad as the core of the army but how to fill out the other army gaps.
Consider the 4 MSU to be the core of a solid 2k NM list. Everything after that is flavor and play style.
Your biker lord seems quite useful but what about a terminator one with a full retinue of a terminator squad. This gives you a good alpha strike unit with several combiplasma weapons and a good chance to live across several turns of combat, a delete unit that can either unload a full round of rapid fire plasma and charge in the next turn with I 5 and power weapons as standard. This unit is neither fast or mobile but it is tough and deadly.
I have long considered plasmanators as a solid addition to a NM list. They give you some much needed resiliency and ap 2 which your core does not provide. You also are ok to shoot at targets near the plasmanators with your blastmasters as you will still get saves if you scatter onto your own units.
I'm not sold on a Terminator lord though unless you keep him very very cheap. He just doesn't have the speed to be a beatstick. A terminator lord acts as a rock and a MoS lord is not as good of a rock as a MoN is. Speed and mobility play to the strengths of MoS while durability play to the strengths of MoN. I would definetly consider a MoN terminator/plasma or unmarked terminator/plasma squad, but I'm not sold on joining your MoS lord to it. On the other hand, a MoS Sorc w/telepathy could be a solid consideration in this unit. The Sorcs powers would force the enemy to come fight the unit rather than bypass it or shoot it to death with plasma.
Would you field a Helldrake with your army if you skip onto the 2k mark?
No, but that doesn't mean it's a bad choice. I'm not a huge fan of fliers and I don't like how they have changed the game. 6th ed without fliers is a joy to play. 6th ed with fliers is the paper/rock/scissors of the old 5th ed mech spam times ten. I am very fortunate in that most of the local players in my area feel the same way and this skews my perspective.
If you want a competitive list you'll need a turkey or two. The only downside is that a NM army gets less use out of the turkey as our blastmasters already cover the MEQ portion of the turkeys role. You still need it for hordes and anti-flyer.
For myself, I intend to ally a Soul Grinder (or 2 at 2k) and use those to provide my anti-air and anti-tank.
Since Obliterators seems to sometimes work and sometimes not, what about a Havoc squad with lascannons?
The only time Obliterators haven't worked for me is when I rolled really bad (reserves/shooting). Lascannon Havocks are not any more likely to overcome bad rolls.
The biggest thing Oblits bring you is multiple sources or AP 1 and 2, the biggest thing lacking in a NM army. You need those plasma cannon or multi-melta shots to deal with the things your blastmasters are no good for. You could consider a squad of Lascannon Havocks, but only in addition to Oblits rather than in place of. I would at minimum have one squad of Oblits in a 2k NM army.
As NM your biggest weaknesses are Terminators and Mech spam. Oblits are a good answer for both. LasHavocks are only a good answer for one.
It seems that the toughest choices for a Slaneesh army without any allies seems to be the heavy support choice, bar the Obliterators what would you recommend?
Outside of the Defiler, any of the HS slots could have a solid roll in a NM army. It boils down to play style and the composition of the rest of your list more than anything.
Do you think that giving an additional marine to your MSU squads (Slaneesh number is 6) would help a lot in their survivability or it would be a waste of points?
It would add to the durability of the squad, but I think those points are better spent elsewhere shoring up the weaknesses of a NM list. If the rest of your army is fast/aggressive enough then the enemy will likely leave your MSU squads alone while they deal with more pressing matters. If you are running a more gunline style army then the extra ablative wound is worth considering.
I must say that I really look forward to hear more about the Noise Marines.
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