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Made in pl
Regular Dakkanaut




Hi,

Today i have played against Dark Angels with allied IG. My oponent had a 40 guardsman blob with Azrael. Every unit in the blob had a 4+ Inv.
It is virtuallly imposible to get rid of such a unit. It can stay in the open and soak hits for a whole game. Even if i was able to snipe Azrael, he was still able to Look out sir his wounds to other models. Both in shooting and close combat.
I know that some units are harder to kill, but this one is an ultimate tarpit. Any ideas how to kill such a horde?


   
Made in gb
Lord of the Fleet






London

It's a 4++ save, just pour Boltgun/Lasgun fire etc onto it and they'll drop only slightly slower than with a normal 5+ save. Plus, they're Guardsmen, it's not like they're going to tear you a new hole or anything.
   
Made in pl
Regular Dakkanaut




40guardsman with Heavy weapons, and Some IG orders can be a problem. With more than 80shoots per turn, the math is in their favour.

Other than that - it is hard to ignore a 40 units IG bloob as they can take a large part of the battlefield.


Automatically Appended Next Post:
One more thing - it is weird, that Look out sir works in Close Combats.

This message was edited 1 time. Last update was at 2013/11/03 00:47:37


 
   
Made in us
Revving Ravenwing Biker





is he running a melee blob with power axes on sgts and a flamer in each squad, or just using azzy for the fearless + inuv bubble on a shooty blob?
   
Made in nz
Disguised Speculo





I've played this a few times, it's not unbeatable but its pretty nasty.

Try and tarpit the entire blob with something extremely durable to feeble S3. Then his super blob is useless the entire game.

Mainly though just ignore it and kill all the Manticores and gak he'll undoubtably have hovering around the backfield.

Edit: Lol @ melee blob, never seen that before reckon it'd be hilarious

This message was edited 1 time. Last update was at 2013/11/03 01:07:19


 
   
Made in us
Beast Lord





From what I gather, melee power blobs were pretty common in 5th
   
Made in us
Storm Trooper with Maglight






Georgia

I ran Strakon and at least 3 30 man power blobs (1 with al'reham) in 5th edition. It was deadly, a wall of leman russ followed by a hoard of men and an outflanking blob. Al'reham was a lot better in 5th, his "Like the Wind!" order would get me an average 15" charge the turn they came in, in 5th edition.

My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

4++ on 40 guardsmen is unkillable? Clearly you haven't played against 2++ rerollable Chaos Daemons. Volume of fire is your friend.

This message was edited 1 time. Last update was at 2013/11/03 05:47:30


 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Battlewagon Driver with Charged Engine





 Talore wrote:
4++ on 40 guardsmen is unkillable? Clearly you haven't played against 2++ rerollable Chaos Daemons. Volume of fire is your friend.


How do you achieve this? Daemon of Tzeetch lets you reroll 1s and grimoire give +2 to invul, but that only gets you down to a 3++.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Slaanesh Havoc with Blastmaster




UK

Forewarning

   
Made in pl
Regular Dakkanaut




 Whereswaldo wrote:
is he running a melee blob with power axes on sgts and a flamer in each squad, or just using azzy for the fearless + inuv bubble on a shooty blob?


He was running a blob with few heavy weapon platforms, every sgt. had a power axe and a meltabomb.



Automatically Appended Next Post:
Plus there was a librarian and a primaris psyker for Divination.


Automatically Appended Next Post:
 Talore wrote:
4++ on 40 guardsmen is unkillable? Clearly you haven't played against 2++ rerollable Chaos Daemons. Volume of fire is your friend.


Ok, how can i achive such volume of fire with Space Wolves. Keeping in mind that the blod also has an outstanding volume of fire.

This message was edited 2 times. Last update was at 2013/11/03 07:22:30


 
   
Made in de
Grey Knight Psionic Stormraven Pilot





Even a barebones blob + Azrael is somewhere in the neighborhood of 600points; as soon as you add a primaris, a librarian, and all those weapons, you are looking at 800-1000 points for one unit.

Have you tried just ignoring it?
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Basic ten bolters at rapid fire kills ~4.5 Guardsmen. Doesn't sound like much, but that's a tenth of the unit.

Get some Frag Missiles in there with a divination Runepriest or a few solid flamer hits, you've really got something.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in se
Honored Helliarch on Hypex




Drop pod Wolf Guard with Combi-flamers can do a number on them. Just make sure you've got a normal bolter or the like in the squad to let you allocate the wounds beyond 9"
   
Made in pl
Regular Dakkanaut




That unit was used to screen every other unit in the army, protecting every tank from beeig shot by melta. Maybe a Tau gunline can outshoot them, but space wolves drop pod list will loose.
   
Made in se
Honored Helliarch on Hypex




Yes, such a unit could screen tanks from melta. That is why I mentioned combi-flamers, not combi-meltas.

This message was edited 2 times. Last update was at 2013/11/03 11:09:55


 
   
Made in pl
Regular Dakkanaut




Flamers are good, but they have a limited range. And with a good unit placement the majority of his units can be protected.




Automatically Appended Next Post:
Flamers are good, but they have a limited range. And with a good unit placement the majority of his units can be protected.

This message was edited 1 time. Last update was at 2013/11/03 11:59:45


 
   
Made in nz
Disguised Speculo





I put multiple S5 flamers onto one and it didn't do all that much. Those 4++ are brutally good
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

gausus wrote:
Today i have played against Dark Angels with allied IG. My oponent had a 40 guardsman blob with Azrael. Every unit in the blob had a 4+ Inv.
It is virtuallly imposible to get rid of such a unit. It can stay in the open and soak hits for a whole game. Even if i was able to snipe Azrael, he was still able to Look out sir his wounds to other models. Both in shooting and close combat.
I know that some units are harder to kill, but this one is an ultimate tarpit. Any ideas how to kill such a horde?
How hard is it to kill two 40 man guard blobs? That Azrael blob is just as hard to kill as two such squads.

In today's meta it should not be that hard to kill 80 GEQ over the course of a game if your using the correct tools. What did you bring in your army?
   
Made in us
Hooded Inquisitorial Interrogator





Vindicators and whirlwinds do a decent number on units like this. Even if you throw deathwind launchers on your droppods it would help quite a bit.

Make him take those saves. Eventually he will fail them.

SW's have some decent hand to hand type things. You could potentially just throw something at them to tie the entire blob up. Seems like Lone Wolves would be almost perfect for that type of role. Just slowly kill through the unit, one character at a time. Meanwhile 1450 of your 1500 point army is killing the rest of his (roughly 500 points).
   
Made in au
Guard Heavy Weapon Crewman



Australia

Can I just ask, when you refer to ++ for a save so a 4++ save. What does that mean?

Chris 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

4++ means an invulnerable save. Its internet annotation.

So you will see terminators often described as a 2+/5++ save.
   
Made in us
Angry Blood Angel Assault marine




Minot, ND

You can always counter with your own tar pit. Throw a squad of TH/SS terminators at it and just let them wade through the bodies for a few turns, after all they are only guardsmen.

War is not a matter of who is right, it is a matter of who is left.

It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR

 azreal13 wrote:

But the strawman holocaust in Notts continues apace.
 
   
Made in au
Guard Heavy Weapon Crewman



Australia

Thanks

Well a 4++ save for a blon squad would be very handy. Especially as most enemy weaponry seems to have an AP5 these days

Chris 
   
Made in gb
Boosting Space Marine Biker





Stoke on trent

Imperial Deceit wrote:
You can always counter with your own tar pit. Throw a squad of TH/SS terminators at it and just let them wade through the bodies for a few turns, after all they are only guardsmen.


^^ this and out an independent character in there and issue challenges then just beat azreal out of there lol

Or failing that use the big guns I.e vindicators, thunderfire or dev squads in a rhino 4 flamers and boom there will be alot of wounds on those weakling guardsmen
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Imperial Deceit wrote:
You can always counter with your own tar pit. Throw a squad of TH/SS terminators at it and just let them wade through the bodies for a few turns, after all they are only guardsmen.
Gads, why would you use them to kill guard.

2 attacks per model means you will be splatting 5 point guard all game.
   
Made in us
Angry Blood Angel Assault marine




Minot, ND

Exactly, you will slaughter guardsmen left and right, and while having your 225 points of termies tied up is an unfortunate thing, its much better then the 400+ points they have tied up in that squad.

War is not a matter of who is right, it is a matter of who is left.

It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR

 azreal13 wrote:

But the strawman holocaust in Notts continues apace.
 
   
Made in us
Longtime Dakkanaut





A power blob with 4++ and axes will destroy terminators.

You want to force the most amount of saves for the least amount of points. Thunderfire cannons are a good start. Force a blob to spread out and you dilute their effectiveness by reducing the number of models that can rapid fire or get into striking range.


My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Well, here's the problem. The lack of attacks means they won't be killing guard left and right. Let me show you.

(2/3 to hit) * (5/6 to wound) * (1/2 failed Azrael save) * 2 (number of attacks) = 5/9 wounds per marine per round.
So 5 TH/SS termies will be killing 2.78 guard per assault phase.
So in 7.2 full game turns they will kill the blob, assuming that no termies are killed.

However, your guard will be striking back.
(1/2 to hit) * (1/3 to wound) * (1/6 failed save) * 50 attacks = 50/36 wounds, or 1.38 marines per turn.
That is not even including the sergeants with power axes, or Azrael hitting.

So whats going to happen is the terminators is they get ground away killing guard.
This is because terminators are the wrong tools to be using against guard blobs. TH/SS terminators are great at killing MEQ or hard targets like riptides.
Seekers of slaanesh, Khorne hounds, Assault marines, Honor guard, etc are how you kill guard blobs. You want to use lots of low strength attack to kill guard.
   
Made in gb
Is 'Eavy Metal Calling?





UK

Imperial Deceit wrote:
Exactly, you will slaughter guardsmen left and right, and while having your 225 points of termies tied up is an unfortunate thing, its much better then the 400+ points they have tied up in that squad.


The thing is, while that is a fair trade-off, there are even more effective ways of doing it. For a start, The OP is using Space Wolves, whose TH/SS Termie squads come in at around 60ppm. It's far from efficient with vanilla TH/SS, SW would find this even more of a problem.

It also comes down to using the right tool for the job. Thanks to the 4++, AP is not relevant so why waste your vehicle-busting TH on squishing guardsmen when a VV squad (or in your case Wolf Guard) will kill far more (only difference being they wound on 3+, offset by greater number of attacks) and may even be able to do something else that game. The Termies will just swat infantrymen but ultimately get nowhere. Tarpitting is good, wiping them out is better. I can even see Blood Claws being useful here with the high volume of attacks. Even GH could do better than equal points of termies.

Even better, shooting them is still pretty easy, T3 with a 4+ is basically Fire Warrior stats, and no one complains about them being overly durable. While the Az blob is nasty, it is by no means unkillable. Massed GH shooting, assaults and drop pod flamer squads should take it down or at least reduce it to the point where it is mostly useless.

 
   
 
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