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Made in us
Decrepit Dakkanaut





Vallejo, CA

Welcome to game 10 of the Blood Conquers All series. To view this series' battle report registry, click here.

The random team escalation continued with both players bringing 750 points to the table. Oddly enough, the random team generator (an octahedron with numbers) made it so that the same 4 people were playing in every game, except with the team combos jumbled. My team was myself and the dark eldar player who was my opponent last game against the same imperial guard player with the same space marine player who was my partner last game.

THE CHALLENGERS: The Imperium's Most Heretical

Space Marines
750 pts.

Librarian
- Storm Sheild, vortex of doom
2x 10-man tac squads
- flamers, fists, lascannons
Whirlwind
- with cover-ignoring ammo
Techpriest
- with thunderfire cannon


Imperial Guard
750 pts.

CCS
-Master of Ordnance, 2x grenade launchers, lascannon

PCS
- commissar with fist, 4x flamers,
20-dude power blob
- 2x melta, 2x autocannons

Vets with 3x melta, grenadiers, demolitions
- with chimera, heavy stubber.

Colossus


THE DEFENDERS: Because who said slavery is heresy?

Dark Eldar
750 pts.

Raider squad with Haemonculus

Raider squad with Haemonculus

Raider squad

3x Ravagers


Imperial Guard
750 pts.

CCS
- 3x plasma

PCS
- 3x melta
20-dude power blob
- flamer

PCS
- 3x melta
20-dude power blob
- flamer

PCS
- 2x flamers
20-dude power blob
- flamer

The mission for the evening was called "ward". Basically, it was kill points, with a twist. Each team had a "warded", and a "warder". The warded was normal, but the warder's units didn't count for KP when killed, and all their units got both scouts and preferred enemy.

After careful thought (including the thought of 83 guardsmen outflanking and rerolling to hit in close combat with all those power weapons), we decided that I should be the warded. My partner brought an awful lot of flimsy units whereas I brought power blobs. Plus, my parter actually had more KP to spare than did I.

Unsurprisingly, our opponents had come to a relatively similar conclusion, and elected for their guard player to hold onto their team's KP.

We rolled for dawn of war, and got first turn. I gladly snatched it. At deployment, the field looked like this:



It didn't take more than a cursory look at our opponent's list to realise that they were going to be trying to castle in a corner with their artillery. Given that our opponents were probably going to play static, thereby basically just handing us most of the field, my plan was to threaten one of the corners at deployment to get them to deploy into the other, which I would then hit with everything I had. The mobility of my troops and that of my partner's skimmers would hopefully allow us to browbeat our opponents into the corner for the ultimate victory.

With "rush them" as our overall strategy, I asked my partner to handle the vehicles with his huge pile of dark lances (hopefully by the time I was starting to consolidate out of my inevitable close combats), while I handled their infantry by making them choke to death on stubborn guardsmen.


TURN 1

Raust Melios Carissander - Commissar, Daxos Group

The past twelve hours had seen all units in the area completely paralyzed by a fierce dust storm. Blasting clouds of sand and grit heavily obscured everything, and made men cower in their trenches, specifically men who weren't me.

The astropath had wisely instructed Marshal Clinton to attack with the sandstorm as it began to clear. With the blessings of the almighty Emperor, our opponents - traitors to his holy name - would still be shut down by the blowing sand, allowing us to hit their lines just as the dust lifted. Only I could have come up with a plan more cunning than this.

As the sun sank late into the day it finally began to break through the thick dust clouds, signifying that the storm was coming to an end. With Marshal Clinton in the lead, our forces began their attack on the enemy's well-fortified position, only to find it temporarily abandoned. It seemed that the Emperor, blessings and honor unto his name, had decided in his righteousness to permit our plan to succeed as written.

Just as I begun my advance, I could hear the sound of engines riding up behind us. In the still-swirling grit, I couldn't make out the source or their type. In the blink of an eye, a vehicle of indeterminable make suddenly shot over our lines from behind us.




I love how much field coverage you get out of just 750 points of guardsmen.

The game begins with all of us basically piling everything onto the field. Thankfully our opponents had decided to deploy into the opposite corner, allowing me to be able to deploy most of my force directly across from them.

My partner decides to throw a couple of ravagers in with my dudes and then take the rest of his forces on a HUGE outflanking action of the enemy.

Shooting sees the ravagers pick off a couple of marines that had been deployed far forward of the rest of the forces on the right.

After this point, the field looked like this:



In response, our opponents send their vehicles onto the field along with the thunderfire cannon. The librarian and the other half of the marines were in reserve.

In shooting, the colossus can't shoot, having moved, but the rest of their army has enough gumption to put down both ravagers (note that everybody at the table forgot that dawn of war conferred night fighting rules to turn 1). Both ravagers exploded, catching some hapless guardsmen nearby in the blasts.

After this point, the field looked like this:




TURN 2

Our turn begins with the left side moving into position, charging out of the sandstorm at our hapless foes:



Meanwhile, everything in the center and right also booked it forward.

On the right, I couldn't roll a 6 for difficult terrain which meant there was no way I'd be able to get into close combat with Raust's blob against the space marines in the fortifications. As such, a nearby officer threw down FRFSRF on them, but thy failed the order. A handful of lasguns and a bolt pistol managed to put 2 wounds down, though, causing him to lose that combat squad's flamer.

Also, my opponent kills the whirlwind. So far, so good.

Due to the nature of this deployment type, our forces were only required to be 18" away, which allowed me to theoretically get a 2nd turn charge in with my guardsmen...



...which I did. Unfortunately, my power weapon attacks hideously flub it, killing only a couple of his dudes. The commissar's power fist kills a couple in return.

After this point, the field looked like this:



Their turn sees the librarian come in from reserve. He books it towards my partner's big old blob of vehicles. Meanwhile, the guard player outflanks his sentinel.



In the rest of movement, my space marine opponent throws his tac marines in as a screen for the guardsmen. One combat squad scoots over to literally stand in front of the blob while the depleted one charges in towards Raust's blob.

Shooting sees my CCS and PCS on the right getting absolutely shredded by a perfect 2" scatter from the master of ordnance. He then targets my senior officer with the colossus and hits dead on, taking him off the table.

Meanwhile the thunderfire cannon and assorted other badness (including the outflanking sentinel's heavy flamer) pound on Raust's blob. I made sure to remove casualties away from the sentinel first so as to avoid it getting stuck in close combat for awhile.

The librarian attempts vortex of doom, but he fails with perils. The invul save does its job, though.

In close combat, the few remainders of the marine squad up front charge Raust's squad and 9 power weapon attacks only put down a single wound. Meanwhile, in the fight in the center, my 9 power weapon attacks put down a healthy dose of hits, but fail to wound ANY of them, despite attacking T3 models. A regular dude partially mitigates this terrible luck by killing a dude, leaving just the commissar left, who puts a beating on my troops. I was really hoping to finish off this squad now so that I could charge into his power blob or CCS, but luck would suppress this desire.

After this point, the field looked like this:



TURN 3

Turn three starts with my PCSs playing a dance where the left one moves in to throw some meltaguns at the librarian while the flamer and meltagun one on the right attempt to swap positions (but really just collide with each other due to poor run rolls).

Meanwhile, everything else continues their charge as best they can.

In shooting, my opponent offs the techmarine with dark lances, and, even though my meltas missed his librarian, lots of other stuff over there was able to kill it off.

In assault, my left blob finally rolls properly with its power weapons, turning the enemy commissar into hamburger. Likewise, I am able to chew through his remaining marines.

My squad was caught flat-footed by the charge of the traitorous marines. One such as myself can not be caught off guard forever, or even really at all. With a great stroke of my power sword I personally stabbed one in the throat. I kicked his writhing body off my blade.

With a brief moment to collect my troops and to scowl at them fiercely, I turned and resumed the attack on my enemy. Foleran forces were crashing against the enemy like a battle tank against hapless infantrymen. I couldn't live with myself if I were to fall behind. With a loud shout, my men joined the charge, eager to rip our targets into a bloody pulp.




Raust consolidated 2", but my star-crossed left blob thankfully scooted 6", allowing me to spread them out, and, more importantly, allowing me to get cover saves against pretty much everybody.

After this point, the field looked like this:



In our opponent's turn, the rest of the marines make it in from reserve, choosing to outflank with the mission's special rules. Very unfortunately for them, they came out on the wrong side:



Meanwhile the guard drove up with his mechvets and unloaded them on my left side blob.



Shooting begins with the colossus shooting a second time and again hitting dead on. This time, several members of both PCSs chilling out in the backfield are wiped out. Furthermore, a lone officer gets pinned. Shooting continues with pretty much everything unloading into my left side blob. Lots of dakka is thrown down, but lots of cover saves are made. In the end, the otherwise terrible casualties are, well, still terrible, but within the guard range of acceptable.

In close combat, our opponents finish closing the trap sprung on the left and right by charging my center blob squad in the middle.



9 power weapon attacks score several hits, but make NO wounds, yet again. The marines do some serious thumping, but my regular dudes were able to at least kill a couple tac marines in the sea of bayonets. This isn't too bad, as he only had 3 marines left. So long as I got out in time to join the assault on his remaining power blob, things would be fine.

After this point, the field looked like this:




TURN 4

My troops stormed across the field. At my personal direction, we vaulted over the enemy embankments and charged across the open field towards their waiting lines.



Our turn begins with my infantry closing on in their throats while my partner leans in and starts his charge from the left.

In shooting, my partner aces his chimera with a darklance volley. This time, it's time for THEIR stuff to explode, killing a couple veterans. Assorted shooting by the rest of the force whittles their numbers down to half their original number.

With loud shouts and liberal use of profanity, I threw my men into the enemy. Shouts could be heard all around. From the parapet, the enemy was being slaughtered from their positions. From the flank, our forces dealt bloodily with their astartes foes. Shouts of panic could be heard from the other side as our enemy stood helpless as we ripped apart their comrades flesh from bone like a kitten thrown into a blender set to frappe.



With brutal effectiveness, two half-strength power blobs crashed into his company command squad. AGAIN my power weapons horribly failed their to-wound rolls, but the sheer weight of soldiers caused enough wounds for me to win by a couple. Without a commissar, the lascannoner and senior officer break and flee, and are trampled over in a sweeping advance.

Meanwhile, in the center 9 power weapon attacks fail to put a single wound on the space marines (notice a pattern, here?), while a bayonet takes one down. The marine's powerfist nails a couple and I lose combat. I then fail my morale check. The commissar makes swift work of one of my useless, useless powersword wielders and the squad sticks around.

After this point, the field looked like this:



For their part, our opponents move things in to consolidate more, hoping now to kill enough of my points-wielding guardsmen before it's too late.

In shooting, his sentinel heavy flamer just BARELY has range to one of my PCS meltagunners. Deciding to take the Ld hit, I lose the officer. There's going to be nothing doing if I can't score a hit on his sentinel, and I need meltagunners for that.

Meanwhile, his vets unload into my left blob, but cover does its job. Then his full-strength power blob OPENS UP into my squad with lasguns.

Lasfire suddenly erupted from our accursed foes throwing an endless sheet of firepower into my men. Swiftly, they began to fall to shooting casualties.

I turned to my men and ordered them forward into the hail of lethal shots. I could sense a moment of hesitation from my sergeants. I immediately leveled my bolt pistol at the nearest one and shot him in the head, causing brain and bits of face to explode out like an over-ripe melon. A second shot to the groin focused the loyalty of the few remaining remnants of my men.


Without FRFSRF, it's just a regular round of lasgun fire. While the melta and autocannon do some unfortunate things to the squad, the lasguns roll really poorly, leaving me with survivors.

Of course, the squad fails its morale check, but Raust is right on top of that type of seditious behavior...

In close combat, I throw 6 power weapon attacks and 9 regular attacks against the space marines, and do... nothing...

After this point, the field looked like this:




TURN 5

Turn five begins with me engaging in a battle to the death with the heavy flamer sentinel.



As for the rest of my forces, I'm actually really concerned. I had planned to slam into his lines with all of my forces, but because 24 power weapon attacks and 31 regular attacks couldn't kill 5 measly marines, I'm now in a dire position. Instead of attacking with 24 guardsmen, I'm now stuck with attacking with two very hurt squads for a total of 9. Against his 21-man strong power blob, this was looking pretty grim.

Just then, the cavalry arrived!



Opening several cans of whoop-ass at once, the darklance firing squad takes down the colossus while a haemunculus with one squad vaporises the remaining vets. Another squad charges straight into the power blob! Yay!

My left power blob joins the fray.

While my men held the enemy's attention with blood and bravery, men from another squad crashed into the enemy.

It was then that I saw something I did not expect. Black Eldar witches suddenly appeared from behind them, content to tear into my very own target. With flabbergastation I pondered whether the enemy of my enemy was my friend (or also my enemy), or whether I should open up a broad new assault on this surprising new foe.

While attempting to interpret Imperial protocol, I took the opportunity to take general command of the melee, insuring that our soldiers fought their hardest.




With their higher initiative and charge bonus, the dark eldar warriors with preferred enemy put down a SERIOUS amount of hurt. My guardsmen added to the carnage - power swords actually killing a nearly statistically appropriate amount of guardsmen.

And then, in the center, my power weapons FINALLY do something, finishing off the tac marines in the middle, if a little too late.

All our forces piled in. A mass of brightly colored uniforms ground down in the brutal melee while a staggeringly high concentration of commissars kept everyone in line on both sides.



Oh, and the two meltagunners shot at the sentinel. One missed, but the other hit. The shot caused an easy penetration. I rolled a 2 for damage, which became a 4, for an immobilized result. He was immobilized... with his heavy flamer pointed directly at my meltagunners...

After this point, the field looked like this:



In my opponents turn, some tac marines move up on the left while the other combat squad tries to lascannon something.

The heavy flamer shoots at my desperately unlucky meltagunners and the heavy flamer equally unluckily failed to wound with one of its hits.

In assault, our forces continue to grind down theirs. A few warriors are killed while the power blob is ground down to jus the commissar and a sergeant.

After this point, the field looked like this:



One of our opponents rolls for continuance and throws a 4.


TURN 6

In our turn, my partner flips around with his vehicles to go attack the space marines (except for the ravager, which had managed to immobilize itself). I, on the other hand, continue to hide my PCSs on the left while the remaining meltagunner on the right moves so that he's no longer in the front arc of the sentinel. I could have just run him out of heavy flamer range, but that wouldn't be nearly epic enough.

In shooting, the pile 'o skimmers nearly wipes out a tac squad while my poor meltagunner misses (I was really hoping for a kill on the sentinel that resulted in an explosion. Epic!)

In assault, our mass of infantry easily finishes off the guard player.

After this point, the field looked like this:



Our opponents take a pot-shot at a raider with a lascannon and wreck it, and then promptly concede the fight.


FINAL RESULTS

We all but wiped their guard player off the board for 6 points. Despite killing 62 of my infantrymen, and with 4 squads left with three dudes in them or less, he only managed to actually kill only one of my squads (the CCS) for 1 point, for a dark eldar and imperial guard victory.

- So this game went pretty much as planned. With my opponent having deftly taken out our opponent's most potent firepower before it had a chance to do too much damage, and with me outnumbering my guard counterpart nearly 2:1, we basically just ran in and crushed them. Many thanks to my partner for his efforts.

- I think this was another proof of concept game for my guard army. With the exception of the couple of raiders at the beginning and a couple of warriors at the end, I was basically the exclusive recipient of my opponents' firepower (justly so, as only my units scored). While I was definitely feeling thin at the end, my huge charging blob army of doom made it all the way across the board against an opponent who castled up, and survived all the way through to the end.

Not only is this personally enheartening, but it also adds credibility to my many arguments made against playing static guard armies. The other guard player had a lot more long range firepower, but I brought more guys than his ability to kill them as they crossed the field (despite getting hung up on tac squads). I may have lost twice as many infantrymen as my guard opponent brought in the first place, but I still had half as many as he brought left on the table at the end, and that was WITH my power weapons horribly failing everything.

- I think I did a pretty stellar job preserving my KP this game. It does, however, raise an ominous omen. In order to keep my KP losses down, I left my small squads behind. In higher point games, my power blobs all get meltabombs, but I was definitely relying on my partner to clear off his vehicles. I know outflanking helps immeasurably with this problem, but I might want to consider taking steps to give my power blobs a little more anti-tank punch.

- This match also shows the limitations of artillery in KP games. Yes, it really didn't help that his colossus couldn't attack turn 1, but it more than made up with that with the number of direct hits it rolled. In any case, rolling 1's to wound is inevitable (if you don't believe me just read my public game series), which means that artillery has this nasty tendency to leave stragglers. Were it not for a couple of lucky shots early on with the MoO and the colossus, it is entirely probable that our opponents wouldn't have been able to actually claim a single KP.

- You have to be careful with shooting things that you want to assault. In this case, my opponent's vets and outflanking sentinel were in a good position to tie up my guardsmen at an inconvenient time with a charge, but both times casualties were carefully selected in such a way where they were left out of range, making their only contribution the few guys they killed in that shooting phase.

- Yes, I know we could have played this game much more conservatively. After all, if I would have just sat in the backfield and spread way out so as to avoid undue ordnance fire (you will notice the big rings of infantry in some of the above pictures), my partner could have just darklance charged his vehicles and we would have won 2 or 3 to 0. In this case, my draw toward the epic charge sucked me in. Hopefully you, the reader, haven't been too disappointed with my choice.

MVP: The left side power blob. Turn 2 it charged and ate the PCS. Turn 4 it charged and ate the CCS. Turn 5 it charged and chewed through nearly half a power blob. Along with my opponent successfully destroying all of our opponent's vehicles, it was getting in fast and hard with this squad that really put a downer on our opponent's plans to survive. Just one too many blob squads for the tac marines to handle...

Hero of the Game: The right side PCS meltagunners. Despite terrible injury and casualty, and despite ultimately failing to bag their quarry for a total wipe of the guard player, their epic heroism and stick-to-it-iveness should be an inspiration to us all.

And then, just as I was able to take control of the situation, the dark foe seemed to simply disappear before our very eyes, leaving only the bloodied and ruined carcasses of our foes before us.

What their purpose was, I do not know. If I will meet them again, I can not say. The sun set shortly after our skirmish, leaving us to set up camp in our newly-acquired position in the darkness.

I eagerly await my next assignment. In faith,

-Raust Melios Carissander, Imperial Commissar

This message was edited 3 times. Last update was at 2010/08/19 03:53:58


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Regular Dakkanaut



Minnesota ya

Another great battle report but wow did your sergeants and commissars rolled FAILS! all game long with their power weapons.

After seeing how MANY bodies you were able to field at 750pts I can't wait to finish my 1.5k infantry army

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





You really need to melt those horrible dice and get new ones.
   
Made in us
Steadfast Grey Hunter





:-) Yes, loaded my lads out to kill Marines... Pretty sure that I need to cut down a lot on the options for things like the Vets... Lots of things to kill the lower model count armies, but completely lacking the ability to deal with the two quasi horde forces :-) Didn't think I'd be across the table from BOTH of them. Hating Dawn of War setups with my half of the force basically set up as a static gunline having to give up at least the first turn of fire and the other side basically in HtH before I can get reset :-) The Colossus was "OK", but I think it will only really shine in high point games, preferably at least two in a Btty at least... Probably time to break out the tanks...
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

our enemy stood helpless as we ripped apart their comrades flesh from bone like a kitten thrown into a blender set to frappe.


Its not even 10 in the morning and you've already made my day

Great report again Ailaros

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks, everyone!

ishanmaster wrote:After seeing how MANY bodies you were able to field at 750pts I can't wait to finish my 1.5k infantry army

I know. It did cross my mind after writing this report that I could go up to 1500 by doubling this list (except paying for al'rahem and an astropath instead of getting another CCS). The idea of fielding SIX power blobs (on of which outflanks) in a 1500 point game has a certain appeal...

eNvY wrote:You really need to melt those horrible dice and get new ones.

I actually did just get new dice. You can see my new blue and whites in a couple of pictures. These dice have actually given me much better (and by better I mean closer to statistically average) results than did my old ivory and black ones.

Plus, luck is really only important when it counts. In this case, my lack of being able to get out of close combat in a timely manner was mitigated by solid list-building on my part and a last minute save by my partner. While bad luck can hamper good tactics, good tactics can also hamper bad luck.

pchappel wrote: Hating Dawn of War setups with my half of the force basically set up as a static gunline having to give up at least the first turn of fire and the other side basically in HtH before I can get reset :-)

Yeah, DoW definitely helped me out (turn two charge!), but I think the worst thing for your side was the marine's outflank roll going wrongly moreso than the deployment type being unfortunate.

pchappel wrote: The Colossus was "OK", but I think it will only really shine in high point games, preferably at least two in a Btty at least... Probably time to break out the tanks...

To be fair, you got two solid hits with it, which is probably all you're going to be looking at for most game anyways. The real problem with the colossus is that it really only works against units clustering in cover. These targets were purposely denied to you. It's the problem I'm finding with guard artillery in general, actually. Your opponent actually has a fair bit of say over how much damage your vehicles can do to them.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Steadfast Grey Hunter





Ailaros wrote:Thanks, everyone!


pchappel wrote: Hating Dawn of War setups with my half of the force basically set up as a static gunline having to give up at least the first turn of fire and the other side basically in HtH before I can get reset :-)

Yeah, DoW definitely helped me out (turn two charge!), but I think the worst thing for your side was the marine's outflank roll going wrongly moreso than the deployment type being unfortunate.

pchappel wrote: The Colossus was "OK", but I think it will only really shine in high point games, preferably at least two in a Btty at least... Probably time to break out the tanks...

To be fair, you got two solid hits with it, which is probably all you're going to be looking at for most game anyways. The real problem with the colossus is that it really only works against units clustering in cover. These targets were purposely denied to you. It's the problem I'm finding with guard artillery in general, actually. Your opponent actually has a fair bit of say over how much damage your vehicles can do to them.


Oh, I think it did fairly well, all things considered... There simply weren't THAT many high value targets that would have been vulnerable to the single Ord blast over there... Hit the command folks pretty hard, just didn't kill the last few :-) But for the lower point games the 85 point Hydra (I'm liking the Heavy Stubber on the vehicles) throwing out 10 shots/turn would have been a better choice, except against Marines... I think I need to stop building the army to be the "heavy support" for the other partner, at least until we switch to set teams...

The "Power Blobs" are impressive, but I'm not convinced they should be all you bring... :-) I like my heavy weapons and vehicles too much I guess...
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

pchappel wrote:Oh, I think it did fairly well, all things considered... Hit the command folks pretty hard, just didn't kill the last few :-)

Well yeah, it did a fair amount of damage. The thing is, though, that heavy support units are SUPPORT units. They really need to work with other stuff, which in your case this game was getting eaten by power blobs.

That and the colossus has that obnoxious mandatory minimum range, which means that they can have problems working alone, even when they're castled all the way into the corner.

pchappel wrote: But for the lower point games the 85 point Hydra (I'm liking the Heavy Stubber on the vehicles) throwing out 10 shots/turn would have been a better choice, except against Marines...

Or in general at this points level.

That said, the hydra is neat against DE raiders, but not necessarily the best against everything. I mean, it still only kills 4 guardsmen a turn, even with the stubber, assuming they're not in cover. Perhaps you'd consider retooling one of those chimeras into a hellhound or a manticore, especially now that the points levels are going up even more.

pchappel wrote:I think I need to stop building the army to be the "heavy support" for the other partner, at least until we switch to set teams...

Yeah.

pchappel wrote:The "Power Blobs" are impressive, but I'm not convinced they should be all you bring... :-) I like my heavy weapons and vehicles too much I guess...

Heresy! Give me power blobs or give me death!

At sort of lower points values, I've found that the guard doesn't have enough to spread around to do more than like 1 theme very much justice. As you've seen at higher points my 3 power blobs get joined by 3 artillery pieces rather than 3 more blobs (though that might change...) because there is enough points to do artillery properly while still spending enough points on infantry.

Given this, I figured it best to just focus on doing one thing really well rather than a couple things okay (or in your case, 3 things, mechvet, infantry blobs and artillery). Even for next week I'm going to hold out I think and have my 1k army still be infantry-only.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

One possible complication to running very many power blobs is that you run out of deployment space. The standard deployment zone has space for less than 100 infantrymen deployed to full coherency. Six platoons would require you to deploy more densely than you might like. It's a similar pressure to the one that makes artillery more attractive in large games.

Agitator noster fulminis percussus est 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Well one of them would outflank, and I'd probably have a second one outflank with it. That and/or make use of reserves, putting a few blobs out in the first rank and then having the second rank come out roughly turn 2 (thanks to the astropath) and fill the void that the first line left, giving me a 24" thick wall of guardsmen on my side of the board.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Grey Knight Purgator firing around corners






Another excellent battle report Ailaros!


 
   
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Fighter Ace





Now I don't know if I'll ever start buying Guard but you've inspired me to write up a few army lists.

Coupla ideas:

When you outflank Al'Rahem, bring 4 full infantry squads with two of them with Commissar's. You get two power blobs out of one outflank.

In the list I'm writing it has 2 Power Blobs, a Straken Command Squad in a Chimera to beef them up (with requisite priests in the blobs as well) 3 ChimeraVets and 3 Rough Rider Squadrons. Comes out to about 2000 points.

My question for you, master of the power blob, is where do you strike the balance between swarms of assaulting Guard and long range shooting? How do you protect them from the templates of opposing forces?

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
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Decrepit Dakkanaut





Vallejo, CA

AlexGrannell wrote:Another excellent battle report Ailaros!

Thanks!

Pvt. Jet wrote:When you outflank Al'Rahem, bring 4 full infantry squads with two of them with Commissar's. You get two power blobs out of one outflank.

Yeah, this is probably what I'd do. If I just had 4 power blobs, though, I'd actually be a touch leery, and would be tempted to put 3 on the field and 1 in outflank. This is simply because outflanking DOES sometimes go awry, and I'd hate to have a full half of my army showing up off the wrong board edge.

That said, it would also be awesome, so I'd have to try it at least a couple times.

Pvt. Jet wrote:In the list I'm writing it has 2 Power Blobs, a Straken Command Squad in a Chimera to beef them up (with requisite priests in the blobs as well) 3 ChimeraVets and 3 Rough Rider Squadrons. Comes out to about 2000 points.

Yeah, I have a 1500 in the works that is 3 full power blobs (with alrahem)with 2 rough riders. or 3 slightly striped power blobs (no melta SWS) with either 3 rough riders or a 4th power blob.

Pvt. Jet wrote:My question for you, master of the power blob, is where do you strike the balance between swarms of assaulting Guard and long range shooting? How do you protect them from the templates of opposing forces?


Well, on a scale of 1-10 where 1 is no long range firepower whatsoever and 10 is predominantly long range firepower with just some commissars in there to keep everyone in line, I'd go for somewhere in the area of 1.

The simple truth is that long range firepower is simply not required. In objectives game, your opponent needs to get close to you to sit on objectives that you've taken (because if they think they're going to dig power blobs out of cover, they've got another thing coming). In KP games, you have enough field presence to browbeat most armies into the corner at which point they are slaughtered like bovine in a stampede. The only problem you'll likely have is against skimmer armies with lots of long ranged firepower.

Long ranged firepower costs a lot for what it does. You can capitalize on this by spamming lots and lots of troops.

Pvt. Jet wrote: How do you protect them from the templates of opposing forces?

Take full advantage of the fact that they can be 2" apart and still be in coherency. I mean, just go through my last 10 games and see how much space I put between my models most of the time. This is definitely done on purpose.

That or just look at this game. You see how I have these huge rings of guardsmen?



This is because I didn't want to get hit by the colossus or the master of ornance, etc.

That's the problem with all template weapons, your opponent can always do something to mitigate their damage.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Fighter Ace





What about fast assault armies? Say Marines or BA with a pair of assault squads. 20 Marines would likely eat through a power blob a turn, with few losses.

Or, what do you do if you face something like Dakka Predators with a lot of heavy bolters that can kill a quarter of a power blob a turn?

My guess is to either add Heavy Weapons teams or other cheap ways to pop the most threatening vehicles quickly, or perhaps Rough Riders ranging out in front of the force to draw fire and melta bomb opponents. I am leery, however, of this and similar army's effectiveness against extremely heavy shooting armies such as Tau and IG Leafblower.

Tau can simply bounce around and whittle away at you with superior mobility, while a true IG Leafblower list has enough ranged firepower despite it's expense to wipe out a lot.

I mean, Orks have been doing the assault thing for ages with large groups, and they have much better stats if less power weapon and melta density than IG. What makes this list better than an Ork Green Tide? ESPECIALLY one with a KFF?

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
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In Soviet Russia.... you go to Gulag.
 
   
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Longtime Dakkanaut



New Zealand

I would be more concerned against any army which brings more than a couple of vehicles, and against a real mech army you would struggle. Spreading out nicely counts for nothing when you get tank shocked into a nice bunch and then lose the bulk of a squad to a single flamer unit (any unit with more than one flamer probably would take out an entire unit).

Still cool looking at that many Guardsman trying to cover the entire board. I reckon if you throw in a couple of Autocannons or Lascannons per blob then the list would be much more threatening, if you can't expect to out assault someone then you can sit back and shoot at them until they are weak enough to deal with and then just overrun them with Guardsmen. It would also give you some way of dealing with transports at range.

@ Pvt. Jet. Less melta density is probably what cripples Orks the most when running a foot horde. Guard also have massively superior ranged firepower in every slot which can all be used to support infantry advancing.

This message was edited 1 time. Last update was at 2010/08/22 12:25:04


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Pvt. Jet wrote:What about fast assault armies? Say Marines or BA with a pair of assault squads. 20 Marines would likely eat through a power blob a turn, with few losses.

Well, yeah, 20 charging BA assault marines would do awful things to a single 20-man power blob. Of course, that's a silly comparison as we're talking about hundreds of points of space marines in ideal circumstances vs. 180 points of guardsmen being caught flat-footed.

Here is an example of this style of list vs. BA. Yes, I know I lost in the end, but that was due to other stupidity on my part, not because of a particular failing of power blobs.

Pvt. Jet wrote:Or, what do you do if you face something like Dakka Predators with a lot of heavy bolters that can kill a quarter of a power blob a turn?

For one, in 4 turns you're going to get close enough to meltabomb it.

For two, if you're concerned about losing guys to gunfire, you just take more guys.

For three, you can always do fun mobility things like outflanking al'rahem straight out of nowhere into the predetor.

Pvt. Jet wrote:My guess is to either add Heavy Weapons teams or other cheap ways to pop the most threatening vehicles quickly,

Perhaps, but heavy weapons teams don't do anything "quickly" unless you spend a lot of points on them.

Pvt. Jet wrote:I am leery, however, of this and similar army's effectiveness against extremely heavy shooting armies such as Tau and IG Leafblower.

I don't have any experience against leafblowers (or any heavily mechanize list, not that I'm concerned about transport armies), but I have played against tau. Victorious Slaughter.

Pvt. Jet wrote:I mean, Orks have been doing the assault thing for ages with large groups, and they have much better stats if less power weapon and melta density than IG. What makes this list better than an Ork Green Tide? ESPECIALLY one with a KFF?

commissars. Stubborn is way better than fearless. That and you can take way more special weapons with a guard horde, meaning you can put out some real dakka spread out through the ranks instead of having to hope on a single squad of BS2 lootas.

Powerguy wrote:I would be more concerned against any army which brings more than a couple of vehicles, and against a real mech army you would struggle. Spreading out nicely counts for nothing when you get tank shocked into a nice bunch and then lose the bulk of a squad to a single flamer unit (any unit with more than one flamer probably would take out an entire unit).

Meh, death or glory works great with meltabombs. That and you've always got to worry about flamers with infantry armies. In my case, I choose to handle it with taking extra infantry.

Powerguy wrote:Still cool looking at that many Guardsman trying to cover the entire board. I reckon if you throw in a couple of Autocannons or Lascannons per blob then the list would be much more threatening, if you can't expect to out assault someone then you can sit back and shoot at them until they are weak enough to deal with and then just overrun them with Guardsmen. It would also give you some way of dealing with transports at range.

Why would I ever need to deal with transports at range? Why not when I get close to them?

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Love your battle reports, and I love how you use Power Blobs, I'm seriously sick to death of Mech and Tank spam.

 
   
 
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