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Made in us
Decrepit Dakkanaut





Vallejo, CA

To view other battle reports in the Blood Conquers All series, click here.

As the temperature continued to plunge and the holidays approached, the number of people showing up at the local gaming store started to thin. As such, this game is the epic rematch of the last one - El Cheezus II: The Revenge of El Cheezus.

I was so impressed by my opponent's special maneuvers last game, that I decided to build on the List 6 series to the logical conclusion of shenaniganry.

THE CHALLENGER: You say foot, I say tread...
1500 pts.

melta CCS

5-man melta stormies w/ chimera
5-man melta stormies w/ chimera

Plasma vets w/ chimera
Plasma vets w/ chimera
Plasma vets w/ chimera

Vendetta w/ HBs
Vendetta w/ HBs
Hellhound

Demolisher

THE DEFENDER: ... let's call the whole thing off!
1500 pts.

melta CCS (Daxos), astropath
eviscerator priest
eviscerator priest

5x plasma stormies
5x plasma stormies

melta PCS, Al'Rahem (Rhamael)
20-dude power blob with meltabombs, 1x flamer
20-dude power blob with meltabombs, 1x flamer

melta PCS
20-dude power blob with meltabombs, 1x flamer
20-dude power blob with meltabombs, 1x flamer

lascannon Sentinel
lascannon Sentinel

... that's right, I've got 58 infantrymen and two vehicles popping up out of nowhere over the course of the game. Huzzah!

The mission was Capture and Control, the deployment was Dawn of War. I won the roll to go first and took it.

At deployment, the field looked like this:



With one objective on the left, and the other in the center, I'm clearly going to have a leftwards bias with my deployment. Basically, I'm going for the same hammer and anvil strategy of game 23. The blob in the center will spread my opponent out and hold them down while Rhamael shows up from the side and beats them to a bloody pulp. Hopefully, this will all happen quickly enough for me to charge onto the objective.

When my opponent deployed, I realised just how much I overestimated how much he would be deploying...


TURN 1
Raust Melios Carissander - Commissar, Daxos Group

After months of brutal fighting, I could now finally claim total and unyielding victory over my enemies. My personal command over my men, involving making ample example out of the cowards and traitors in my own ranks, had seen our wretched opponents break and flee from my onslaught.

Over the past several days, I had held a perimeter highway against repeated attempts to thrust an armored spearhead straight into our ribs. The breastplate of the Emperor, may His Bureaucracy be Ever Blessed, was strong, and the will to resist instilled into the men even stronger. The attacks had begun to slow to a whimper. Whether we were fighting the last, dying, phlegm-choked gasps of the enemy, whether this was all a diversion while the cowards continued to flee, or if they were delaying to reinforce, our intelligence officers could not say. I personally destroyed one of them for their failure of their duty with a type of poison that causes the victim to violently defecate themselves to death.

Without full knowledge of the enemy's disposition, there was no choice but to lead a frontal assault straight into the enemy, wherever he was. I chose just before dawn to attack, so we would have all day to slaughter our helpless and pleading prey. Despite many attempts by Sir Daxos the Pathetic to push the time of the assault back "to a more gentlemanly hour" (whatever that means), my plan was firm and my word was final.

Early the following morning, our men gathered at the highway and, though confusing their positions in the dark most cowardly, the assault met a glorious, if someone jumbled and staggered beginning.




The game begins with my second blob maneuvering onto the field while the front blob strikes it forward. I try my best to get as much cover as possible between the building, tank trap, and hedge, while moving up with the PCS to prepare to melta something next turn. The squad spreads out to threaten my opponent's objective while also shifting left to entice my opponent towards getting Rhamaeled over there. Exactly the same move as in game 23, except this time there won't be so damn many flamers...

After this point, the field looked like this:



As expected, my opponent spends his turn 1 all-in (except the stormies, who he had decided to deepstrike and use his chimeras as flame tanks). As hoped, my opponent placed his scoring units over by his threatened objective while his serious guns deploy further over to the left in order to plaster my forces hidden there.

Shooting starts with the chimera he had on the field picking off a guardsman with a heavy flamer. Unfortunately, because it had a searchlight, my front blob is now lit up like a christmas tree. Thankfully, because everything had moved, the amount of firepower is less than I'd feared, and I have cover against basically all of it, meaning casualties were sustainable.

The only serious victim was the PCS, which was inferno cannoned down to just a meltagunner, who broke and ran.

After this point, the field looked like this:




TURN 2

The beginning of my turn began with Rhamael and a single squad of stormies coming in from reserve. The roll has me bringing them in from the right. I reroll and get to choose.

As I bravely led my men forward in the general, yet stunningly arrogant direction of the objective, the air suddenly burst open with gunfire from the right.

I quickly took control of my forces and led them through the darkness straight into the stinking maw of the enemy.




Also my stormies arrived and scattered, but in an acceptable direction for an acceptable distance.



Shooting sees my reserve blob rushing forward. At this time, I had it in my head that I didn't actually need to claim my own objective. If I could push him off of his and hold it, I would probably win, on account of how few scoring units my opponent brought.

I then use "like the wind" on Raust's blob, as a fleet will undoubtedly get the priest in to eviscerate the vendetta. Unfortunately, the squad fails the test. As such, Rhamael is forced to BiD on himself with the second order to take down the hellhound right in front of him. The resulting explosion kills a couple of guardsmen and the meltagunner who took it down.

Shooting continues with the stormies wrecking the chimera that had started on the board with plasma. The remnants of the center blob had moved forward hoping to flamer the vets that staggered out, but unfortunately they were all but too far away. I could either run them (behind cover), or just go for some casualties before they got horribly butchered. Figuring they wouldn't survive, I unload on the vets, with the flamer just barely having a hit, killing one vet, while everyone else in range failed to do anything.

Everybody else just takes some bad run rolls.

After this point, the field looked like this:



In response, my opponent circles the proverbial wagons, and prepares to meet the threat of my onrushing horde head on:



While he gets both of his stormies in, planning on doing some back-field carnage.



Shooting begins with one of the vendettas targetting Rhamael, my opponent correctly identifying "like the wind" being the most dangerous thing to his army. The first vendetta rolls really crappy, and I have cover, leaving one chump with a chainsword and Rhamael himself. This forces my opponent to use all of the firepower of the other vendetta to wipe it out. The demolisher shoots at the top blob, but the shot scatters almost straight into the middle of the "no large blast templates, please" bubble I set up, causing minimal damage. What little he has left to shot on the top strafes my center blob again, but doesn't wipe it out. The stormies don't fare as well, getting wiped out by a single heavy flamer blast.

Shooting ends with the stormies on the top rolling REALLY poorly, and taking out only a single guardsmen while the stormies on the bottom clean Daxos down to just a single meltagunner, the astropath, and a wounded commanding officer.

After this point, the field looked like this:




TURN 3

I peered around me through the darkness. From everywhere reinforcements were trickling in. Our vile enemy had no idea the awesome power that was about to slam into his puny attempts at resistance. Others would also be attacking as well.



I directed units as best I could, but the confusion of the pre-dawn hours saw the battle quickly evolve to terrible knife-to-face fighting. Everywhere my men were grabbing throats and kicking testicles.

Turn three saw the rest of my reserves come in. I deepstrike aggressively with the stormies, wanting to get some rear-armor plasma against the demolisher. Unfortunately, neither die rolls a hit, and both of the directions and distances sees me on top of enemy units. The mishap occurs and thankfully they're just placed back into reserves.

Movement then breaks out into a carefully choreographed ballet of military maneuvering. On the top, things run in as best they can, taking full advantage of cover, while the priest in the center blob, realising that his companion's days are numbered, jumps proverbial ship and attaches himself to one of Rhamael's blobs.

I once again consider simply abandoning my objective and moving my blobs forwards, but the stormies are a thorn in my ass, and are going to wreck a bunch of stuff if they survive (to say nothing of possibly doing unsustainable casualties to the blob itself). As such, I bring my blob back in. I figure that I'll be able to pretty easily wipe out just 10 stormies, and then they'll be able to go back to their work.

Shooting begins with both of my sentinels shooting at the left-side vendetta. I hope to immobilize it for the priest. As it so happened, one of them hit and penned and just flat-out wrecked it. The rest of the shooting is confined to sporradic fire against the stormies and a single flamer blast against the veterans in the middle.

Then came the massed charge.

The action started on the bottom as the stormies were charged by the power blob:



while the newly-arrived priest went in with the second blob against the chimera which had wiped out my stormies the turn before:



while the center blob, finding itself surprisingly still alive, goes after the vet squad in the middle:



The stormies, unfortunately, didn't go down nearly as fast as hoped, with power weapons doing less than expected, and the carapace armor rolling well against the regular attacks. The end result is a drawn combat.

The chimera on the left, meanwhile, was horrifically mangled by eviscerator and meltabomb attacks. The resulting explosion rolled low and the damage caused was light.

Finally, the remnants of the power blob turn the vets into goop, the lone survivor fleeing, but getting caught in a sweeping advance.

After this point, the field looked like this:



In return, my opponent smartly reorganizes his forces down and away from mine, over on his objective. Basically, this game is turning into a dead repeat of a couple of games ago, except my opponent is better with movement.

Shooting sees his demolisher shoot and scatter slightly again. Cover helps ensure the damage is ho-hum. The rest of his shooting boils down to two multilaser turrets, one of which stuns one of the sentinels, and the other two, along with the nearby melta CCS, finish off the last of the center blob. Meanwhile, the last chimera popped smoke, and the other vendetta moved so far as to only get to shoot with one lascannon, which missed despite the twin-linking.

Assault sees me polish off the remaining stormies with little fuss. I roll well to consolidate, and carefully weigh my options. If I charge forward, I'm staring down a vendetta and mechvets out in the open. There was a narrow, but very real chance that they'd break through and actually claim my own objective with a scoring unit. As such, I decide to abandon my grand plan with them and retreat them back onto my own objective.

After this point, the field looked like this:




TURN 4

My turn begins with my stormies showing up for round two of deepstriking. This time, I play them a little more conservatively. The first attempt sees them scatter way away straight onto an enemy model, yet again. The reroll sees them scatter nicely into a gap between the two chimeras, but then I roll for distance and they go the EXACT wrong number of inches.



I wriggle and squirm, and try my best to keep everything out of 1". Uncertain if I had succeeded, I ultimately let him decide if they're in or not. Unable to decisively determine himself, he gentlemanly hands it over to a 4+, which sees them stay.

Meanwhile, I continued rolling cruddy for difficult terrain, but get in to about 4" of his CCS with one of the squads. This would provide me with the movement boost I so desperately needed.

I continued to order my men forward, making them utterly aware of what fate should befall them should they use the receding darkness as a chance to desert.

We were forced to carefully pick over the blasted ruins of the enemy's vehicles, causing even further confusion as soldiers lost their footing in the darkness. Eventually, the front of the columns cleared through and began to charge the enemy.




Shooting saw the chimera I was going to target with vet plasma getting hit by the non-stunned lascannon sentinel and wrecking! Without a good target on that side, my stormies turned around and unloaded into the vet squad nearby, causing serious casualties with hellguns and plasma. Scared witless by imperial guard supersoldiers ambushing them from the hedgerow, they broke and fled in a panic. To make things worse for my opponent, he also failed his pinning check with the other vet squad.

In close combat, I roll for difficult terrain, really hoping to snag the CCS with a power blob, but don't manage to get above a 3, thus leaving me wishing I'd just run them instead.

After this point, the field looked like this:



My opponent's turn sees his nice, neat consolidation utterly ruined by my sentinels and stormies. Movement, in return is rather muted, with each part of his force deciding to fend for themselves.

Shooting sees my opponent's senior officer throw down some "get back in the fight!"s to stop the retreating and pinning of the previous turn. This allows the demolisher to hit for a few casualties through cover while the recently-retreating vet squad prepares the bubble wrap.

Meanwhile, in a repeat of the earlier performance, a chimera wheels around and heavy flamers the stormies, this time, one survives. The vets open up with plasma and roll COMICALLY poorly, seeing all three plasma gunners fry themselves with no wounds to the remaining stormtrooper.

Shooting ends with the vendetta opening up with 3 lascannons and a heavy bolter against my sentinel, seeing a shaken, stunned, weapon destroyed, and immobilized result. Not the wreck that should have resulted, but that sentinel's definitely not doing anything else this game...

Assault saw my opponent charge in against my lone stormie. I wasn't paying attention, and didn't call my opponent out on the whole shoot-with-rapid-fire-then-charge nonsense. Thankfully, luck had a little pity on me, and my stormie masterfully stabbed two guardsmen, who couldn't even land a wound with their handful of attacks.

After this point, the field looked like this:




TURN 5

I begin my turn by rushing everything in, except the sentinel, of course, which hides from the vendetta.

Shooting begins with said sentinel taking a shot at the nearby chimera's rear armor, but missing.

As the sky finally began to lighten with the approaching dawn, I climbed up onto a rocky outcropping. The utter ruin of my enemy stretched out in all directions before me.

I shouted at my men and they charged in, crushing into my enemy with nothing short of utter brutality.




Assault saw me wiping away the demolisher's popcorn like it wasn't even there, while the other blob, finally free from cover, is able to get a solid charge in. Several hits are scored, and most of the squad is wiped out, but my opponent's commanding officer makes a pair of armor saves. Meanwhile, the eviscerator gets three hits in on the chimera, for two pens and a glance, with the end result being merely an immobilization and a pair of shakes.

Having lost combat by several, my opponent rallies true heroism in his troops, and the CCS stays on the table, while the vets end the turn by finishing off my last stormie.

After this point, the field looked like this:



In response, my opponent brings his demolisher over to save his objective from my capture, no matter how many hills, ruins, hedges, and possibly infantrymen he's got to run over to get there:



He also turboboosts his vendetta over, but can't quite reach my objective.



Shooting sees a heavy flamer from a chimera ace a couple of guardsmen. That is all.

In close combat, I pour down liquid carnage on his CCS, but in a freak round of rolling, he bounces off 3 power weapon attacks and two regular wounds off his armor and refractor field. The end result is an officer who passes his morale test. This was fatally bad, as I was really looking forward to charging my opponent off his objective next turn.

After this point, the field looked like this:



I roll the die to continue, and flip a 6.


TURN 6

So I've been given an extra turn, and I really need to make it count. I start by moving in the sentinel, hoping to bag the other vendetta:



The rest of movement finally sees me get some good difficult terrain, bringing me in charge range of the fleeing demolisher.

The enemy was utterly broken, and fleeing in panic. I climbed on top of a burning wreck and personally shouted orders, picking out who should die, and who should die even deader.



I commanded the priest, in his righteous zeal to attack and destroy the enemy tank, which had tried to flee in terror from my ruinous grasp. The clergyman lunged forward, ten-foot-long chainsaw sword whining in the chilly air. With superhuman strength brought on by superhuman faith in our divine God-Emperor, the frenzied man hacked and slashed ruthlessly at the vehicle until he hit one of the fuel lines. One last stroke sent forward a shower of sparks.

With as much ferocity as the priest had attacked it, the vehicular monster exploded in a massive fireball, shattering the pre-dawn atmosphere. Flaming shrapnel was projectile vomited everywhere, like a dog desperately attempting to eject flaming thermite from its belly before being utterly consumed by the molten flames.


While the meltabomb and frag grenade attack on the top chimera saw only an immobilized result, the priest threw down three hits on the demolisher for three pens, easily blowing the vehicle up. The resulting blast went 5", hitting 12 of my men and killing a horrific 7 of them! The vets on the other side? Not a scratch.

Close combat finished with my blob doing to his commanding officer what it should have done the turn before, consolidating with its few, ragged survivors onto the flaming wreck of the demolisher and onto my opponent's objective.



At this point, I would like to note that of the 22 models I brought in that blob (which now had the commissar, a sergeant and the priest remaining), I lost only a couple to close combat and a couple to demolisher fire. The other roughly roughly 12 of them were all killed in vehicle explosions.

Meanwhile, on the other objective, the officer had brought the blob defending the flag back into the fight (he had used incoming! on them the turn before). Unfortunately, the lone remaining meltagun missed, and the lascannon sentinel hit, but the shot was stopped by cover.

I then assaulted in, and lots of frag grenades put a glance on the vehicle, but it just shook it, while the meltabomb and two sentinel attacks also missed.

After this point, the field looked like this:



My opponent spends turn 6 by moving the shaken vendetta over towards my objective. It didn't have "tank" so it couldn't have tank shocked, but because all of my guys moved in to assault the previous turn, he now has an opening to be within 3" of the objective and out of 1" of any of my models.

After this point, the field looked like this:



I rolled to continue, and we did not.


FINAL RESULTS

Both objectives were contested for a draw.

- It was kind of frustrating that some bad luck and a stupid mistake at the wrong moment cost me the win, especially given that my opponent was only one turn away from getting wiped (with just the non-SMF vendetta, 5 guardsmen, and 2 immobilized chimeras in charge range of eviscerators). Kudos to my opponent for pulling a draw out of this, I suppose.

- In game 23, I had decided to go for broke and only attack my opponent's objective. In this game I waffled back and forth with regards to the same strategy. This game would have seen that strategy take on a lot more risk, but given that I couldn't even defend my own objective, the loss of manpower was unfortunate. This time I had decided to keep my on-field blobs split apart. Perhaps I would have been better off keeping them together in a 40-man blob and just wrecked stuff in the middle. It certainly would have made taking his objective easier, and might have resulted in the greater destruction of his forces.

- Interestingly enough, I think this game demonstrates a problem that I've been slowly starting to see with Al'Rahem. Yes, when he shows up from reserve and trashes stuff that my opponents leave foolishly on the edges (like the hellhound in this game) he does rather well. This time, though, my opponent was much smarter, keeping his forces much better out of range. While the damage he did was less than in the game against sisters, he was able to successfully deny my outflanking blobs a bunch of free 6" of movement with charging, which really hurt this game.

Why did it hurt? Well, the problem with taking Al'Rahem is that he splits my forces up. Yes, decluttering my DZ is a good thing, and outflanking is obviously nice, but it makes it so that in every game, I'm basically stuck spending the mid-game trying to re-consolidate my forces. I'm left to wonder how things would have gone if I would have turned al'rahem and the astropath into a squad of conscripts and had everything start out consolidated on the field.

- Stormies were awesome this game. For those of you who are confused between the role of stormtroopers and veterans, this game was a great example of how to use stormies correctly. Yes, their firepower wasn't super-stellar (440 points of stormies killed about 150 points of stuff), but their ability to accurately deepstrike made a HUGE difference in this game. My opponent's stormie barrage saw me cancel my attack with the bottom blob, meaning that my infantry power attacking his objective was reduced by 25%. Had they gone in after all, I very well would have gotten into charge range with his last vets and probably won the game.

Meanwhile, my stormtroopers clearly effected my opponent's movement. The first group acing the transport meant that a third of his scoring units got ripped apart, and my opponent was required to divert forces from the left AND center in order to deal with them, basically pinning them down for a turn so Rhamael could arrive. The second stormies, on the other hand, wrecked a perfectly good regrouping effort on my opponent's part. Before, he still had a viable force of 2 mechvets, a vendetta, a demolisher and a CCS. One lascannon shot and the stormies appearing in the middle of it, and my opponent's cohesion was shattered. After they showed up, it was every unit for themselves.

MVP: This award goes to my center blob priest. My priests usually don't do much other than give rerolls, but this game saw him giving rerolls to one blob, destroying a chimera, giving rerolls to another blob, immobilizing a second chimera, and ending the game on the objective. That's a lot to do for a single 60 point model.

Hero of the Game: This one goes to both stormtrooper squads. Their reputation is earned.

With little effort, we were easily able to dismember the remainder of our foes as the rosy-fingered dawn finally broke in the chill morning air.

I was prepared to continue with my headlong charge forward into anywhere, but Daxos, pathetic coward that he is, called off the attack. He ordered the men to return to their positions on the road while he went back to HQ to ask for more intelligence and further orders. I emptied my bolt pistol in his general direction in hopes of a summary execution, but the early morning sun temporarily blinded me.

Bereft of ammunition, I was forced to pistol-whip any nearby guardsman who would dare obey the order to retreat. After inflicting many blunt-force casualties, my arm eventually wore out, and I was forced to return to my original position, in the least to reload and go look for Daxos.

I eagerly await my next assignment. In faith,

-Raust Melios Carissander, Imperial Commissar



This message was edited 1 time. Last update was at 2010/12/15 07:39:22


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.

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Regular Dakkanaut




this was a great regame from last week Ailaros!! now looking at this game and last weeks game what is your opinion on the av14 tanks? are the exterminators more usefull than the stormies?

for my 2 cents i think that the 12 st7 shots would have been very handy, and it would also have ment that you could run your guys behind them potentially allowing you to run your backfeild blob up with the rest of your army thus pushing his whole army into Al'rahem teritory. that said the demolisher and the vendetta would then have been a greater pain.

keep these coming dude i really believe that these are the best battle reports i have seen since some of the really old white dwarfs. the only thing you are missing are fully painted opposing armies.
   
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Mighty Brass Scorpion of Khorne






Dorset, UK

Great report again Ailaros, I can always rely on Blood Conquers to help me waste half an hour at work

   
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Jealous that Horus is Warmaster





London, UK

Nice!
   
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Tough-as-Nails Ork Boy




Italy

I want to shake your hand and buy you a beer, at least once in this lifetime.

I don't get to play much anymore due to work and living over seas. It's a pleasure getting to read your fun, amusing and informative battle reports.

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Willing Inquisitorial Excruciator





Sarasota, FL

Another great report. Nice to have some throat grabbing, testicle kicking battles to read over with morning coffee.

The enemy commander holding you up in assault earned him the draw, pretty epic last stand on his part after you swept over his army end to end.

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Regular Dakkanaut




Cedar Rapids, IA

Love the blob games, made me start my own! The worst thing about blobs vs vehicles is explosions...I swear I have lost more guardsmen to explosions than anything else smaller game size but due good explosion sizes and bad armor saves, Ive lost 1/4 of my blobs each game to vehicle explosions.

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Yellin' Yoof on a Scooter





Washington D.C.

As always, great writeup for what appeared to be a great game. I'm really glad to see someone take a different approach to guard other than straight mech, as mech doesn't seem that guard-like to me (maybe I've been watching "Enemy at the Gate" too many times).

I would argue against any AV14 Tank other than the sentinals or maybe a vendetta (because they can also outflank). But only take them if they would be doing something that the blobs can't do (or can do it better than the blobs)

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Slippery Scout Biker




Canada

Ailaros, your battle reports are great! Well written, amusing fluff and easy to understand... plus clear pictures make these things a pleasure to read. I've read every one of them and I always look forward to seeing a new Blood Conquers appear in the battle reports section. Keep up the good work.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Well thanks, everyone!

TheMicah25 wrote: what is your opinion on the av14 tanks? are the exterminators more usefull than the stormies?
CreepyCrawly wrote: But only take them if they would be doing something that the blobs can't do (or can do it better than the blobs)

So, my power blob army has a couple of holes in its killing power, including skimmers and monstrous creatures.

I've come up with a few ways of handling them including Ogryn (lots of S6 attacks on the charge), stormtroopers (say hello to plasma on rear armor), missile launcher teams (obviously), hydras, and their beefier cousin, exterminators.

As you can see over the past few weeks I've been trying each one of these out, and have yet to come to a difinitive conclusion on which I like best. My biggest problem with the exterminators is the huge cost, while the problem with the hydras is the flimsey armor in a list otherwise devoid of vehicles. ML squads can get torn up by S6, which eldar have in no small quantity (to say nothing of lootas or other anti-tank weapon). The ogryn and stormies have been nice as I like how they take command of field position and synergize with the rest of my army, but these two options put out the least damage of all of them.

I still haven't made up my mind yet about what to do with this little problem. I was kind of hoping that in my experimentation, a really obvious answer would just pop out at me...

Zonder wrote:The worst thing about blobs vs vehicles is explosions...I swear I have lost more guardsmen to explosions than anything else smaller game size but due good explosion sizes and bad armor saves, Ive lost 1/4 of my blobs each game to vehicle explosions.

Heh, yeah. The thing is, back in my 4th ed days, I used to do this ON PURPOSE with sentinels. They had a tendency to either tie up a squad indefinitely, or cause a horrific explosion, killing many of the tightly-clustered infantry nearby. Used to call it "sentinel bombing".

I guess when you take company with a priest, be prepared for danger...


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 ca
Yellin' Yoof on a Scooter





Vancouver, B.C., Canada

I've been reading your reports for a while, and they've been always been very interesting to read, as I play Imperial Guard as well. In fact, you've convinced me to try out a platoon list, as opposed to the AV12 lists I've been using since the codex came out. I understand that you've gotten this good over many, many games, but your reports have opened my eyes to the power of boots over treads.

It's interesting that you have come to abandon heavy weapons on your infantry. I haven't read through all of your games, but I wonder what would happen if you come up against a heavy defensive army [in a 2-objective mission] that can group together in their zone, and put out a lot of firepower - say, a Necron army with multiple monoliths, or another horde Guard list. I guess you've got flamers and Meltas in your outflanking blob, they seem to do the trick most of the time.

Keep up the good work. I look forward to your next report.

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Nasty Nob






Gardner, MA

Always a pleasure reading your handy work!

Interesting idea about the conscripts - it was enlighening to hear you talk about the need to always reconsolidate forces when using Al'rahem...

Chenkov can issue move move move and get back in the fight as well as make all units within 12 inches stubborn...

This message was edited 1 time. Last update was at 2010/12/16 05:54:18


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have you thought of adding the commissar lord with a cammo cloak to make that blob that you like to deploy all the more survivable in cover?


 
   
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Vallejo, CA

Thanks!

Van Grothe wrote:It's interesting that you have come to abandon heavy weapons on your infantry. I haven't read through all of your games, but I wonder what would happen if you come up against a heavy defensive army [in a 2-objective mission] that can group together in their zone, and put out a lot of firepower - say, a Necron army with multiple monoliths, or another horde Guard list. I guess you've got flamers and Meltas in your outflanking blob, they seem to do the trick most of the time.

The thing is, heavy weapons simply aren't necessary. Close-in weapons do more damage, and for cheaper (so you can take more of them for even MORE damage). All you need is a delivery system. Hence those 80 or so abblative wounds I bring every game.

As for sit-and-shoot armies, I've actually done rather well against (see this game, for example). Sit-and-shoot weapons pay a serious markup for the convenience of the ease of use. The end result is that even though I lose more models in the first couple turns, I always arrive with substantially more killing power than my opponents once things get in close.

kaiservonhugal wrote:Interesting idea about the conscripts - it was enlighening to hear you talk about the need to always reconsolidate forces when using Al'rahem...

It wasn't something I realised until just last game, actually. The reason why my opponent failed to spread my force out was because I was always working to consolidate my forces. This made me wonder why I was constantly having to work at this and I realised that it was because of al'rahem. It was this special character that made straken useless, and while I really enjoy showing up from the board edge and BiD meltaing, I'm beginning to wonder if I dont' pay too high of a price (100 points, making my CCS useless (so, another 110 points), and spreading my forces out).

I'm going to play without him for awhile and see how it goes.

kaiservonhugal wrote:Chenkov can issue move move move and get back in the fight as well as make all units within 12 inches stubborn...

Hmm...

Iago wrote:have you thought of adding the commissar lord with a cammo cloak to make that blob that you like to deploy all the more survivable in cover?

You know, I suppose I could just drop the CCS entirely (now that I wouldn't need an astropath) and just take the LC for the sake of punching stuff and providing stealth/leadership.

I just made a new thread over here to discuss ideas about where to go with this.

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Alabama

Hey Ailaros - I was wondering: have you ever thought to use Creed to allow another powerblob to outflank, giving you two giant pincers on each side of the board to close in on the enemy? Just curious. The thought of two powerblobs storming each side and crashing on the enemy in the center sounds almost too good to pass up.

This message was edited 1 time. Last update was at 2010/12/27 14:26:11


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Vallejo, CA

After playing with and thinking about Al'Rahem for quite some time, I've come to the conclusion that he's the ultimate harassment unit. Like Marbo, stormies, sentinels, or penal legionnaires, they exist to show up from out of nowhere and punish your enemy for mistakes in deployment and movement. The difference with Al'Rahem, is that you can pour hundreds of points of carnage into this unit, and they score.

The problem with all harassment units is that what they gain in special maneuvering, they take away from your army as far as force concentration is concerned. Every game with Al'Rahem inevitably finds me in roughly turns 2-4 spending my efforts to recombine my split forces. It's been successful (one needs look no further than the Battle of Chancellorsville to know that this type of tactic can be done well), but the core liability in turning half of my army into a force that behaves like a harassment unit is still there. As such, I'm actually going to play a few games without Al'Rahem, just to see what it's like to use my forces where they already start out concentrated on the field.

Needless to say, I haven't considered Creed much, because if I had both Al'Rahem and Creed, I'd have 75% of my forces split up, and it would be really easy for my opponents to use the movement phase to ensure local force superiority. In short, I'd be afraid that having three small chunks of army spread all over the board would always give my opponent the ability to attack and destroy my forces piecemeal.


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!
 
   
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Anywhere worth being

Quick question:

I've been reading your bet reps a far bit recently, and I've noticed that Al'Rahem seems to always come in with his entire platoon, and always on the same side. I believe that you roll separately for reserves on every single unit within the platoon (meaning separately for the PCS and the blob squad), and separately for which direction they arrive from.

I have had a few other questions with your rules interpretations, such as your usage of Fleet (although by this you could just mean running, a common mistake I find veteran players making).

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Al'Rahem enters with entire platoon on one roll. It's in his special rule "stalk the enemy". Everybody arrive at once and from the same side.

As for his "fleet" i belive he uses Al'Rahem special order "like the wind". The order lets you make a shooting attack, and then move d6. So he uses this orders, but choos not to fire any weapons, taking advantage of free d6. In short it works simmilar to fleet.

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Camas, WA

Ailaros wrote:After playing with and thinking about Al'Rahem for quite some time, I've come to the conclusion that he's the ultimate harassment unit. Like Marbo, stormies, sentinels, or penal legionnaires, they exist to show up from out of nowhere and punish your enemy for mistakes in deployment and movement. The difference with Al'Rahem, is that you can pour hundreds of points of carnage into this unit, and they score.

The problem with all harassment units is that what they gain in special maneuvering, they take away from your army as far as force concentration is concerned. Every game with Al'Rahem inevitably finds me in roughly turns 2-4 spending my efforts to recombine my split forces. It's been successful (one needs look no further than the Battle of Chancellorsville to know that this type of tactic can be done well), but the core liability in turning half of my army into a force that behaves like a harassment unit is still there. As such, I'm actually going to play a few games without Al'Rahem, just to see what it's like to use my forces where they already start out concentrated on the field.

Needless to say, I haven't considered Creed much, because if I had both Al'Rahem and Creed, I'd have 75% of my forces split up, and it would be really easy for my opponents to use the movement phase to ensure local force superiority. In short, I'd be afraid that having three small chunks of army spread all over the board would always give my opponent the ability to attack and destroy my forces piecemeal.



I'm actually playing with my guard army and making some blobs based on your battle reports. They got the fire in me.

That being said, Creed does some other things really well and I am using him for that. Creed doesn't just let a unit outflank, he gives them scout. That means you can give any unit a free move the first turn. Great if you want to get your powerblob six inches closer. Also, Creed has a 24 inch order range with 4 orders, which is amazing! Add to that he has 'For the Glory of Cadia!' which gives FC and Fearless to a unit and you have quite a package (although you have to be careful with FTGOC since fearless is bad for guard, pick your usage carefully). His downside is just the 90 point upgrade. Are two extra orders per turn, 12" of order range, a free scout move and a unique order worth 90? For some armies, yes.

I use some HWS in my army as well, so he is a no-brainer for me, but may be more on the line for an army such as yours.

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Anywhere worth being

Reading over "Like the Wind" it looks like it does function as a "free fleet", however I'm totally not convinced om Stalk the Enemy. It merely says that the entire platoon must outflank, nothing about a single roll.

"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

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Camas, WA

shealyr wrote:Reading over "Like the Wind" it looks like it does function as a "free fleet", however I'm totally not convinced om Stalk the Enemy. It merely says that the entire platoon must outflank, nothing about a single roll.


Imperial Guard Codex p 96: "Each Infantry Platoon counts as a single Troops choice on the FOC when deploying, and is rolled for collectively when rolling for reserves."

And if you look at Outflank in the Main Rulebook, it says 'When an outflanking unit arrives from reserve... Models move onto the table as described for other reserves, above."

This message was edited 1 time. Last update was at 2010/12/29 18:59:40


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Vallejo, CA

P. 96 of the guard codex:

Each Infantry Platoon counts as a single Troops chouce on the force organization chart when deploying, and is rolled for collectively when rolling for reserves.

To me, this means that an entire troops choice behaves as if it is a single unit as far as reserves rolling is concerned. Plus, it wouldn't make sense RAI either to have the master of maneuvers see his forces sneezed all over the board.

As for Creed, I hadn't actually ever considered using his genius to make a unit scout instead of outflank. That alone is unlikely to make me take him, given what else I can get for the points, but that does give me something to think about...



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!
 
   
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Camas, WA

Ailaros wrote:
As for Creed, I hadn't actually ever considered using his genius to make a unit scout instead of outflank. That alone is unlikely to make me take him, given what else I can get for the points, but that does give me something to think about...

Re: Creed

I'm finally painting and assembling my guard after years and am using a lot of your disruption type tactics/lists for it with my own flavor and model availability . My 2000 is tentatively:
Melta CCS with Creed, Astropath and Banner
PCS w/3xMelta
Blob (21) w 2xPW/MB, Commissar (PW), MGx2 and Priest w/Eviscerator
Blob (21) w 2xPW/MB, Commissar (PW), MGx2 and Priest w/Eviscerator
PCS w/3xMelta, Al'Rahem in Chimera
Blob (21) w 2xPW/MB, Commissar (PW), MGx2 and Priest w/Eviscerator
Blob (21) w 2xPW/MB, Commissar (PW), MGx2 and Priest w/Eviscerator
HWS w/ACx3
HWS w/ACx3
HWS w/LCx3
HWS w/Mortars
Vendetta w/HB
ST w MGx2
ST w MGx2
Marbo
RRx10 w/MGx2
Leman Russ Demolisher

So more static fire power than your lists generally have (HWSs). My disruption is Marbo, DS Stormies, Al'Rahem's platoon, Scout Moving or Outflanking either the Rough Riders or LR Demo and Scout/Outflank the Vendetta. Gives me a ton of options and looks like a lot of fun. Creed is there for the Scout move and the 4 orders to BID HWS or give FC to a blob from 24" away. He gives a lot of flexibility for those 90 points that a normal CCS might not.

Thanks again for the great BRs!

This message was edited 1 time. Last update was at 2010/12/29 19:05:19


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Alabama

pretre wrote:
shealyr wrote:Reading over "Like the Wind" it looks like it does function as a "free fleet", however I'm totally not convinced om Stalk the Enemy. It merely says that the entire platoon must outflank, nothing about a single roll.


Imperial Guard Codex p 96: "Each Infantry Platoon counts as a single Troops choice on the FOC when deploying, and is rolled for collectively when rolling for reserves."

And if you look at Outflank in the Main Rulebook, it says 'When an outflanking unit arrives from reserve... Models move onto the table as described for other reserves, above."


Ailaros wrote:P. 96 of the guard codex:

Each Infantry Platoon counts as a single Troops chouce on the force organization chart when deploying, and is rolled for collectively when rolling for reserves.

To me, this means that an entire troops choice behaves as if it is a single unit as far as reserves rolling is concerned. Plus, it wouldn't make sense RAI either to have the master of maneuvers see his forces sneezed all over the board.

As for Creed, I hadn't actually ever considered using his genius to make a unit scout instead of outflank. That alone is unlikely to make me take him, given what else I can get for the points, but that does give me something to think about...




Please see the YMDC thread here and weigh in:

http://www.dakkadakka.com/dakkaforum/posts/list/336059.page


Automatically Appended Next Post:
Ailaros wrote:
As for Creed, I hadn't actually ever considered using his genius to make a unit scout instead of outflank. . . but that does give me something to think about...



Oh yeah. When I played IG for a time, I used to run a squadron of Outflanking Bane Wolves. Fast vehicles that can fire their multi-melta AND Str. 1 (2+ poison) AP3 template weapon. Yes please.

This message was edited 2 times. Last update was at 2010/12/30 21:37:17


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Dude I was up so late last night reading through all of your BR's. You are a great player with a sweet army, and your BatReps are fantastic! Your pictures are right on, and the additions you make in Paint/Photoshop are very helpful. Keep it up!
   
 
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