Now ive been running mech IG for a while now, but none the less I still have a sizeable amount of foot infantry, that i usually throw into veteran squads. Even if i were to use infantry, seeing I use kell, a vox and creed to issue orders, I usually dont see a reason to blob squads on the orders side of things, they usually pass anyway.
So! the Pro's of using a blob squad are
A) you can bubble wrap vehicles
B) in ease of use, you dont have to roll 3 orders, just 1, for a 30 man blob squad, and you dont have to roll dice separately when firing their lasguns and such.
C) it is an easy way for a commissar to pin down a good amount of men and keep them holding the line.
But the cons? They seem to be bigger than the pro's!
A) They can be sweeping advanced very easy
B) Any dedicated assault troops will make short work of them
C) pie plates will ruin them unless their in a big daisy chain.
D) very hard to get majority cover saves in a 30, or even 20 man squad.
So what exactly are they good at? why not take 3 separate squads. whats the thinking?
What you say is true, if you're just taking random squads and blobbing them. This is exactly why nobody does it.
For a blob to be worth its weight in blobs, it needs a commissar. A commissar makes a 30-dude squad neigh-on indestructable in close combat. In cover, with "incoming!", they get a 2++ save, which will take your opponent forever to kill 30 guys in.
As well, the commissar makes it more likely that they'll pass orders, and makes it so that you don't need a standard nearby to get a reroll.
That, and when you power up your blobs, you get an awful lot of hidden power weapon attacks on the charge, which means that, combined with stubborn, you can generally beat most things in the game due to attrition.
30-man blobs are tough as nails. Heck, even 20-man blobs are pretty dang tough. There's a lot you can do with them.
Jaon wrote:
But the cons? They seem to be bigger than the pro's!
A) They can be sweeping advanced very easy
B) Any dedicated assault troops will make short work of them
C) pie plates will ruin them unless their in a big daisy chain.
D) very hard to get majority cover saves in a 30, or even 20 man squad.
A) Not with a Commissar. Stubborn 9 with a re-roll is about as good as it gets.
B) Not really the case, because you'll get a chance to thin them out for a turn before they hit. Very few units will be able to make short work of 31 guardsmen, even at full strength, but even if some monster unit outmaneuvers you and charges the blob at full strength, and manages to kill 25 guys or so, you can always assign the commissar one of the wounds (preferably one that allows no save), so your stubborn goes away and you get a chance to fire after the remnants break from combat.
C) Sometimes true, but if in bubble wrap mode, they'll usually be in just such a line. Definitely a problem if the blob is advancing.
D) Can be a problem, but depends heavily on the table. You have so many that you might not need all of them to protect their charge. In that case, you can have a bunch behind another vehicle or terrain piece, providing the rest a cover save. I've never had a problem with it, myself.
Ailaros wrote:
30-man blobs are tough as nails. Heck, even 20-man blobs are pretty dang tough. There's a lot you can do with them.
Why are they tough as nails, even with a commissar, they have stubborn yes, but their still teq. I was under the impression that a 10 man assault squad would kill a HEAP of them. Sure you can whittle them down with your lasguns and such, but their still gunna get the assault.
And also, how exactly does a commissar make them better in CC? If you had stracken stand near them theyd be more awesome, but stubborn is no melee buff is it?
Tough as nails as in 30 bodies are going to take a while to kill. With stubborn, they will stay in assault till you kill almost all of them, tying you up for a good long time. Plus, that assault squad is going to eat 60 lasgun shots the turn before it charges.
Stubborn is arguably the best melee buff in the entire game (other than perhaps countercharge). Stubborn makes it so that if you lose combat, rather than being immediately swept off the field, you stick around, and, unlike fearless, you don't have to take wounds equal to the amount you lost by.
As for the "tough as nails". Let's assume that your 20-dude power blob gets charged by 5 death company. The death company obviously goes first and puts down 6 dudes. The remaining commissar and the two sergeants with their 9 power weapon attacks along with the other remaining dudes in the squad puts down 2.
They loose combat by 3, but they're stubborn with a commissar, so instead of making a check at Ld5, they're making a rerollable morale check at Ld9. Next turn, the remaining 3 death company put down 3 guardsmen. The guard in return puts down another 2. The guardsmen loose combat, but they're stubborn, so they stick around.
The next turn, the lone death company kills a guardsman, and the guardsmen take them down.
The end result of this horrible battle of attrition is that even though the death company charged you, the death company is dead, and the 21-dude power blob still has 13 dudes left.
Or, even if they got charged AGAIN by ANOTHER 5-man death company squad, they'd STILL beat it off with survivors left over to attempt to kill even more stuff afterward.
Sounds pretty tough to me.
That and a battery of 6 BS4 heavy bolters takes 20 turns to dig the squad out of cover if it has incoming.
In short, you can't even dent them with shooting (except flamers), and they're really hard to kill in close combat, and even if you can, it still takes a long time, which means their big, scary unit is still tarpitted.
Ailaros wrote:Stubborn is arguably the best melee buff in the entire game (other than perhaps countercharge)....
...As for the "tough as nails". Let's assume that your 20-dude power blob gets charged by 5 death company. The death company obviously goes first and puts down 6 dudes. The remaining commissar and the two sergeants with their 9 power weapon attacks along with the other remaining dudes in the squad puts down 2...
...That and a battery of 6 BS4 heavy bolters takes 20 turns to dig the squad out of cover if it has incoming...
Ok those are all good points, but Ive still got some problems here. I cut out the bits id like to focus on.
So first of all, unless you are the BEST melee unit ever, you hate fearless, thats a given. Its even worse if your not very good at melee, its really only good for ranged combat, and how often do you break in a range fight anyway? not often (never happened to any of my veteran squads OTHER than when they get fired on by devourers [-1 ld per wound]) But for an LD 10 unit, Furious charge would be way better. Point is yes stubborn is entirely better. But thats a silly off topic point. This is guard they arent exactly the strongest melee units.
Secondly, my friend favours an assault terminator squad with 3 lightning claws and 2 thunder hammers, with a sanguinary priest. Now only a fool wouldnt focus all their plasma fire on this unit but if they assaulted thats like....12 LCs, 6 thunder hammers, and 4 power weapons from the sanguinary priest, is going to get a good 15 kills on the squad and laugh at the reprisal. Once again i dont actually know why id mention that, there worth more points than the blob anyway...
Ok so on topic, A real problem here is ok we have a commisaar here, and weve got 3 sarges with PFs spread throughout the squad. for the Commissar to fight, he will have to be near the DC, and the in possible base combat with him willl try and WILL kill him. only way for him to be safe is to be behind another guardsmen, so he can fight but isnt in btb. The sarges will also have to be close also, but they cant be singled out. If the sarges are to thinly spread, they wont fight in the combat.
Also, can we use a 30 man blob squad for instance here, its biased in my favour but its what i will actually use. Now I give them incoming, but they cant shoot that turn...not to worry, their probably out of range anyway. So they have a 5+ cover save. well thats ALRIGHT but its not going to save as many lives as i want to be saving when a drop pod comes in with 10 marines with bolters and fires 20 massive reactive explosive shells into my squad. I assume you plan for me to then use get back in the fight. My problem here is if i want an actual cover save AND be able to fire the same turn, its gunna be hard to GET in cover without massive bunching. Any barrage / ignore cover weapons will have a field day. So i wont be able to get the GLORIOUS 2+ cover save from being in area terrain and using incoming. Major sadface.
LASTLY, my biggest and most applicable point. We have our DC, but instead, I have 2 10 man squads, not a 20 man squad, and a commissar stubborning the front squad. So the DC eat the usual 40 lashots...well they didnt in your scenario so scrap that. They assault one squad, the one with the commisar coz its the front one. Same shiz happens. except the first squad gets wiped and the surviving DC are left standing infront of a potential 30 lashots (FRFSRF) + special / heavy weapons. They eat that, then assault that squad. Wouldnt they be worse off? and wouldnt that apply to all blob squads? Only problem is IF the 10 man squad some how survives and the DC win in their own turn...bad things happen to my second squad.
why not be able to split your firepower when needed and do what was just said. Is there an overwhelming reason?
3 terminators with 3 lightning claws is 9 attacks. That unit charging guard kills about 9 guys on average, not 15. If you charge them, or if you can kill even one terminator before they make it in, that goes down to about 6 or 7. And that's kind of a worst-case scenario--you usually try to whittle those terminator squads down a couple of guys before they reach your blob. The blob will eventually grind them away and survive.
Also in that fight you allocate all your power weapon attacks on the sanguinary priest to start with. He can be picked out, since he's an independent character. Once he goes down, no more FNP.
The commissar lord is an independent character, which is why you don't buy him for a blob. Instead you buy the commissar upgrade to the squad, who can't be picked out in HtH because he's a squad upgrade. He only has to be within 2" of a model in base-to-base (like the sergeants) to fight. As long as you don't allocate hits to the commissar, he'll be the last man standing.
It's not hard to get 31 guys in cover without bunching if your tables have reasonable terrain. Remember only 16 of them need to be partly obscured. Mostly I find that people don't bother to shoot at them.
90 FRFSRF shots is better than 30.
Just try it. I was skeptical too until I actually fielded the unit (3 infantry squads, each with a pw sergeant and one with the pw commissar upgrade) and saw it eat whole squads of chaos marines without giving up a kill point.
Ok so on topic, A real problem here is ok we have a commisaar here, and weve got 3 sarges with PFs spread throughout the squad. for the Commissar to fight, he will have to be near the DC, and the in possible base combat with him willl try and WILL kill him. only way for him to be safe is to be behind another guardsmen, so he can fight but isnt in btb. The sarges will also have to be close also, but they cant be singled out. If the sarges are to thinly spread, they wont fight in the combat.
why not be able to split your firepower when needed and do what was just said. Is there an overwhelming reason?
First of all, the Commissar is NOT an independent character and cannot be singled out in hth any more than the sgts can.
Second, proper deployment will see to it that the Commissar and all three sgts are where you need them to be so that they are able to get into the combat with their power weapons (not fists, comm/sgt in Infantry squads cannot have powerfists).
And I've seldom had a problem getting half or more of my models in or behind cover so that the blob gets a cover save.
Overwhelming reason? Cause it works for me. 30-man blobs have won me more games by standing and eating Marine, Chaos, Daemon, Eldar, whatever assault units and still being a viable combat unit afterwards. Sure, once in a while something comes along and so thoroughly trashes the unit that it's stupid to try and have them stand. So then (as already mentioned), you just put one of those wounds (preferably a power-type) on the Commissar and let the blob run (and likely die). For me, the concentration of firepower, the surviveability of the unit vs both shooting (keeps my HW/Special weapons alive a lot longer than a 10-man squad would) and hth, are well worth it.
3 terminators with 3 lightning claws is 9 attacks.
terminators. 2 attacks base, 1+ for extra LC, 1+ for charge. 4 each. 3x4 = 12
Automatically Appended Next Post:
Flavius Infernus wrote:
Just try it. I was skeptical too until I actually fielded the unit (3 infantry squads, each with a pw sergeant and one with the pw commissar upgrade) and saw it eat whole squads of chaos marines without giving up a kill point.
INGENIUS! This is the best point so far! killpoints! finally a tangible reason.
First of all, the Commissar is NOT an independent character and cannot be singled out in hth any more than the sgts can.
Second, proper deployment will see to it that the Commissar and all three sgts are where you need them to be so that they are able to get into the combat with their power weapons (not fists, comm/sgt in Infantry squads cannot have powerfists).
And I've seldom had a problem getting half or more of my models in or behind cover so that the blob gets a cover save.
Overwhelming reason? Cause it works for me. 30-man blobs have won me more games by standing and eating Marine, Chaos, Daemon, Eldar, whatever assault units and still being a viable combat unit afterwards. Sure, once in a while something comes along and so thoroughly trashes the unit that it's stupid to try and have them stand. So then (as already mentioned), you just put one of those wounds (preferably a power-type) on the Commissar and let the blob run (and likely die). For me, the concentration of firepower, the surviveability of the unit vs both shooting (keeps my HW/Special weapons alive a lot longer than a 10-man squad would) and hth, are well worth it.
Don't like them, don't use them.
Good points there too, and I didnt say I didnt like them, Ive just never used them. also bout the fists, im so used to using veterans i totally forgot, my bad
And the thing that i extract from your post is that in the end, although they can die, they are guardsmen. And its not like their going to die instantly. And they can still do some damage. Well, ill keep those flame storm cannons away and I should do fine. I have been convinced. Next game im blobbing
It's not just KP, it's also objectives missions. Blobs are really hard to kill. They have a nasty tendency to stick around claiming and contesting objectives long after their constituant parts would have run away.
I think you're missing the key play style of the blobs. The point is NOT that they won't take casualties. They will take casualties, lots and lots of them. The point is that it doesn't MATTER that they take casualties.
Lose 10 dudes to bolter fire? With a 31-dude blob, you can take three turns of bolter fire before you finally loose a blob (assuming you dont' do anything to help yourself). The game will probably end before they die.
Get charged by a sanguiniary priest with 3LC and 2 TH terminators? In round 1, they kill 10 dudes (I don't know where you got 15 from), and lose the priest. The next turn, the guard lose 7 guys and the terminators lose one. The next turn the guard loses 5 guys, and the terminators are down another. The next turn the guard loses 4 guys, and the terminators another, etc
The end result of the battle is that, even in this worst-case scenario, the guard blob STILL WINS. Throw in a less than worst-case scenario, and the blob will win handily. They will win, not because T3 weapons are awesome and a half, but because the squad DOESN'T CARE about the casualties it receives, meaning that it can keep chopping with them turn after turn.
Yep, I've had several games lately where a single blob controlled two or three objectives. Move move move is a wonderful order late in the game...........
When ever I play guard at the higher point levels I go for the infantry heavy approach, 3+ platoons of guard (165-175 men) and a full conscript squad of 50. If I do choose to go with the blob approach I devide the platoon into a 30 man and a 20 man blob with a commisare in the 30 man blob. Then by intertwineing (very, very cheesy) the two blobs I can essentially make it so the squads both receive 4+ cover saves in the open, the commisare gives the larger squad stubborn and Ld 9 and straken, hiding in the back makes my squads even more awesome. I then advance up the board with 200+ models and crush all opposition, meat grinder style.
as a recovering Ig player that is getting use to life without Inquisitors, i have a question.
doesn't a large blob squad(30+) suffer a greater chance of having really bad things happening to it if it gets Lashed?
seeing as i still play mostly Mech, i haven't had to worry about it much. i've been wanting to try a "blob" list against my friend that
plays chaos. and i can see him lashing my squads all over the place.
alarmingrick wrote:as a recovering Ig player that is getting use to life without Inquisitors, i have a question.
doesn't a large blob squad(30+) suffer a greater chance of having really bad things happening to it if it gets Lashed?
seeing as i still play mostly Mech, i haven't had to worry about it much. i've been wanting to try a "blob" list against my friend that
plays chaos. and i can see him lashing my squads all over the place.
It's possible. Course, that blob generally has enough firepower to put down a Lash Prince all by itself (with Bring It Down).
Yeah BID or FRF,SRF; both will put some hurt on a Lash Prince.
30 Guardmen Firing 3 Heavy Weapons, 3 Special Weapons, and 3 Sgts with Laspistols(because Plasma pistols are still a Waste of Points) equates to 18 Lasguns firing an extra shot is 36 Lasguns @ 24" or 54 lasguns @ 12"; both of which have the possibility to kill a daemon prince(it is a slim-ish chance, but a chance)
Okay, also I should note that blob squads are not INVINCIBLE, they're just really, really tough.
If your opponent lashes your blob into a tight little cluster out in the open and then shoots three defiler cannons at them, you'll be in tough shape. Likewise doom+fortune bladestorming can make an awful mess of the squad. Just because they can be countered doesn't make them somehow weak and fragile.
As well, you can always choose to separate your blobs if you're really afraid of things like lash so that he can only do it to part of your blob at a time.
OK i kinda skipped through the last 6 posts, got tired of reading. but one benafit of blobs that didnt come up is in an inialation game. You could have a 50 man blob and put them behind an agis line and then initiate"incoming giving them a 2+ cover save and theres 50..by the time they ALL die the person would have only gotten one point and waisted a ton of lead.
Do this with a Comand squad w/ creed,kell, and all 3 regimental advisors. you can now have 4 boddyguards making a 12 man comand squad and putting on camo cloaks would help. This brings tolls to a possible 2 pts.
Now get 2 or 3 lemen russ tanks with battle cannons and lascannons and multimeltas.Because vehicals dont count as a kill point, they are a nucense to kill and will be targeted. Put them in a squad w/ camo cloaks and hunter killers.
This brings you to a total of 2 possible points. And 3 tanks that have at least one insta kill e.a and long ranged. Hunter killers can easily kill enemy transports and if you do it soon enough you can hitm before they disembark. Use your ordinance from Reggimental advisor advisor on a turn your rolling good and dont forget its a barrage.
Individual vehicles within a squadron do not count as kps but the entire squadron itself does. Likewise lone vehicles count. Basicly any "unit" counts, that means dedicated transports, drop pods, and ICs as well.
Unfortunantly with vehicles is squadrons the benifits don't really outweigh the advantages. I sneak up on your russ squadron and multilase the back armour, your squadron is in for some hurt.
Yes, blobs can get moved around by lashes and then largeblasted, but what's the rest of your army doing. the key to effectively using large amounts of infantry is synergy, as no squads/unit can survive on it's own, these are not space marines, they need some support.
Ail, thanks for posting concrete stuff about the blob. I've heard "well you could run lots of tanks or lots of guys!!" more times that I can shake a lasgun at without anyone telling me how a million guardsmen are going about actually winning. That blob setup makes sense.
A question, however - when you field this unit (as I'm assuming you do, it sounds like you have battlefield experience with it) do you take any special weapons in the squad? What about the PCS - 4xflamers in a chimera as a bodyguard for the blob or advancing with the rest? Or something else?
I'm a very very new guard player building up my first force and could use all the advice I can get. Just finished painting up a GLAC squad. Thanks in advance.
Karate, it all depends. What are you versing? what do you aim for? A chimera shoved in the middle with 4x flamer would be a lovely addition, excellent counter charge, but so can a hellhound. hellhounds got more armour (costs a bit more i think, and isnt a deditrans). Not to mention the blob will provide a cover save for your tank (hopefully D: ) or in the least stop anyone from getting unwantedly close.
karate_bum wrote:A question, however - when you field this unit (as I'm assuming you do, it sounds like you have battlefield experience with it) do you take any special weapons in the squad? What about the PCS - 4xflamers in a chimera as a bodyguard for the blob or advancing with the rest? Or something else?
Right, so there are two ways to do blobs. The one way is to camp them on your objective as cheaply as possible. Maybe throw in a couple of meltaguns or something. I can't give you the best possible advise on these kinds of blobs as I've never used them myself. All I can say is keep them cheap.
As for the power blobs all you strictly speaking need is a commissar and a power weapon on everyone who could take it. Personally, I've been running them in 20-man squads + commissar + priest, and each of the two squads has a special weapon (grenade launcher and a flamer). Honestly, I've found that, despite being assault weapons, I almost never get a chance to fire them. The tricky thing with giving weapons to assault-based squads is that you never want to kill so many of them that you're not in assault range.
Currently I'm springing 10 points for 2 special weapons and 10 points for rerollable meltabombs. As such, I'm becoming seriously tempted by getting rid of the special weapons alltogether to spend points on stuff I'll actually shoot in any given game. Alternately, I could turn those 20 points into two meltaguns - something I don't normally find savory, but if I'm not shooting lasguns (or anything for that matter) anyways, then it's not like I'm wasting firepower by shooting at tanks. Of course, most of the time it means I'm carrying around 20 points of dead weight, so I'm still not certain.
In any case, the strength of the blob comes from lots and lots of stubborn wounds. Don't make it more bloated than it needs to be to get the job done.
karate_bum wrote:
As for the power blobs all you strictly speaking need is a commissar and a power weapon on everyone who could take it. Personally, I've been running them in 20-man squads + commissar + priest, and each of the two squads has a special weapon (grenade launcher and a flamer). Honestly, I've found that, despite being assault weapons, I almost never get a chance to fire them. The tricky thing with giving weapons to assault-based squads is that you never want to kill so many of them that you're not in assault range.
.
Couldnt agree more, meltaguns and flamers on the defensive is never a very easy thing to pull off. Use them aggressivley in a valkyrie or chimera. Suprise the enemy with them. You will get many high ranking kills with these. Flamers are excellent in chimeras for their ability to guarantee kills on anything meleeing the chimera. And I cant describe in words how successful ive been with meltaguns in a valkyrie, sure their suicidal, but there not that many points, and they make it up in single kills. Ive killed land raiders and predators and defilers and all the like, the only thing that has escaped me thus far is a damn wave serpent!
Yes, outflanking with your chimera is also helpfull with this and the more the better. Just not too many. Something i would like to try is placing a ton of "dud" chimeras in outflanking so fire is drawn to that, menwhile my main heavy weapons infront are shooting up the retards that are shooting at empty tanks.
Blobs and chimeras dont work. chimera has to take entire squad and can only take ten people. mayby if you had two chimeras..but im not sure thats aloud.
ImpGuardPanzies wrote: Blobs and chimeras dont work. chimera has to take entire squad and can only take ten people. mayby if you had two chimeras..but im not sure thats aloud.
Doesn't work for embarking the blob (and no, a unit cannot be spread across multiple transports). But..... if you're fielding the platoon as a blob and take chimeras, that gives you several 'gunboats' running around that can shoot, contest objectives, etc etc, relatively cheaply and without using another force org slot.
ImpGuardPanzies wrote:So youre saying get dedicated transports..but dont use them to transport, jut have them run close to the blob?
Or put DH/WH allies like stormtroopers in them--a cheap way to get meltaguns until the new inquisition codex comes out.
IG chimeras are cheaper than inquisitorial chimeras, can carry anybody, and allow the passengers to fire out the hatches without counting as open-topped. A whole inquisitorial shooting squad can fire all its HBs and psycannons out the hatches without disembarking. IG chimeras can even carry gray knights or GK terminators, so they're really useful in a guard army with allies or bought as part of an inducted guard detachment.
ImpGuardPanzies wrote:So youre saying get dedicated transports..but dont use them to transport, jut have them run close to the blob?
Or put them on the opposite side of the table, or whatever. For 65 points you get the equivelant of a mobile heavy weapon sqaud with multilaser, heavy bolter, heavy stubber. Or switch out the heavy bolter for a heavy flamer, for 6 shots on the move and then a flamer plus stubber when you get close. And as Flavius mentions, you can put other units in them, like special weapon squads that can't buy their own chimera..........
This is true. good ideas. Or im too stupid to come up w/ any good ones. lol. so back on topic with the blob squads......Chimeras, lots of lasguns, and?
You don't even need the chimeras, though they're not bad. A blob should be either 30 or 40 dudes, and the only stuff it really NEEDS are the commissar and power weapons on him and the sgts. Autocannons or Lascannons for the squads can be good, depending on how aggressively you intend to use the blob. Flamers are generally bad, as it's really tough to get them into effective range without being assaulted. Meltas are pretty good. Meltabombs are pretty good.
Two armies based around this concept were in contention to win the 'Ard Boys finals in PA. One of them played on the top table in R3, and wound up dropping out of the top 3 due to getting a Draw or Minor loss (I forget which) against Ben Mohlie's space wolves. The other had some terrible luck against Clark Welch's Chaos (including Al Rahem's platoon not showing until turn 5), and Clark won Overall.
Flavius Infernus wrote:Or put DH/WH allies like stormtroopers in them--a cheap way to get meltaguns until the new inquisition codex comes out.
dedicated transports.
As for taking chimeras as weapons platforms, that would be okay, I suppose. 55 points for a piece of AV12 that can heavy flamer/tank shock things off the board isn't all that awful. The problem is that, in order to keep enough points in your infantry, you'd need to sacrifice points from elsewhere in your list in order to afford this. I'm imagining a 1500 point list with just power blobs and heavy flamer chimeras. Not bad, but you'd have to go big or go home with this strategy.
Not sure what you mean, Ailaros. Inquisitorial stormtroopers are allowed to ride in IG chimeras even though they are dedicated transports. They can't deploy inside them (they gotta get inside turn 1), but that's true of anything else in the IG army other than the unit that the transport was bought for.
It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation. My army barely makes 1500 pts, so i field just about everything. But i would rather do 1 FULL, stuffd platoon,3 vendetas, and 2 squads of lemen russes, 1 w all battlecannons, the other all demolishers. That probibly would go over 1500, but o well
ImpGuardPanzies wrote:It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation.
What?
This is a very curious way to read "each player recieves 1 'kill point' for each enemy unit that has been completely destroyed."
ImpGuardPanzies wrote:It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation. My army barely makes 1500 pts, so i field just about everything. But i would rather do 1 FULL, stuffd platoon,3 vendetas, and 2 squads of lemen russes, 1 w all battlecannons, the other all demolishers. That probibly would go over 1500, but o well
You should really re-read the rulebook. You've gotten ALOT of rules wrong in just your posts in this topic. UNIT is a different thing to a slot choice. Unit is anything that can do things independently. So a transport is a unit, and as such, a KP. And yes, you can start within a dedicated transport, but only with the unit that the transport is dedicated to.
Yes. And Ailargos, i ment if you had Al'Raheem in the squad with the dedicated transport. Btw ALOT, is two words. Yea ik a transport is a unit, but if its dedicated to a squad, if you playing innialation, you must kill both the squad and the transport.
ImpGuardPanzies wrote: a transport is a unit, but if its dedicated to a squad, if you playing innialation, you must kill both the squad and the transport.
Seriously,
Ailaros wrote:This is a very curious way to read "each player recieves 1 'kill point' for each enemy unit that has been completely destroyed."
A transport is a unit. Your opponent gets 1 KP per unit destroyed. I don't see any exceptions with regards to the TYPE of unit destroyed anywhere.
What rule book are you guys reading from? Everywhere ive playd, in-store and w friends, it has never counted as a KP to kill the tank, and the squad seperatly. we've alwayse played you must kill both for the kp.
ImpGuardPanzies wrote:What rule book are you guys reading from? Everywhere ive playd, in-store and w friends, it has never counted as a KP to kill the tank, and the squad seperatly. we've alwayse played you must kill both for the kp.
Then everywhere you've played, you've played it wrong.
OK then. Hey if you play with an inquisition ally, like deamon hunters helping IG, do you get an extra hq? Like would it be possible to have a command squad, techpriest AND Vindicare assasin?
That question makes very little sense, but to answer it anyway, you don't get an extra HQ slot when playing allies. However, in your hypothetical it doesn't make a bit of difference, because only one of those units you mentioned takes up an HQ slot; Techpriests are "free" as far as Force Org goes, and Assassins are all Elites, anyway.
The biggest drawback with horde/blob armies is the time it takes to play them.
Your games will go from 2.5 hours to 3.5 hours long, which makes it harder to get to the gaming store to play a game.
OK ya. sorry, didnt read that. Havent built the guy yet. Not exactly reading everything bout him. Conscrips are pointles..theyrt good for a meat shield, and intimidating people. Bot other than that..they suck...a lot. I realy need a copy of the rulebook. 3 of my friends play, and only one has it...and he cheats. Hes also realy gay and puts every guy in every squad exactly two in. apart. I wish there was a rule for that.
Ailaros wrote:
30-man blobs are tough as nails. Heck, even 20-man blobs are pretty dang tough. There's a lot you can do with them.
Why are they tough as nails, even with a commissar, they have stubborn yes, but their still teq. I was under the impression that a 10 man assault squad would kill a HEAP of them. Sure you can whittle them down with your lasguns and such, but their still gunna get the assault.
And also, how exactly does a commissar make them better in CC? If you had stracken stand near them theyd be more awesome, but stubborn is no melee buff is it?
If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you! In reality the squad would have been whittled down to around 5-6 models...something the blob can easily handle..and I'm saying this from experience, using an outflanking 2 squad blob (alrahem's platoon)....and in this case you assault the marines, and don't let them assault you
freddieyu1 wrote:If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you!
Well, yeah, but it's not actually as bad as it sounds.
Assault marines charge a 30-man power blob:
marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.
Now your opponent is left with a couple of dudes and a guy with a power fist, which is summarily clocked the next turn (which is yours, btw), with plasma. Alternately if you can get a little damage in first, as mentioned, you stand a much better chance of winning the combat outright (if heavily mauled). Likewise, if the guard get the charge in, they win.
Plus, a 30-dude power blob costs 225 points, anyone know how much a 10x assault squad with a power fist is?
ImpGuardPanzies wrote:OK ya. sorry, didnt read that. Havent built the guy yet. Not exactly reading everything bout him. Conscrips are pointles..theyrt good for a meat shield, and intimidating people. Bot other than that..they suck...a lot. I realy need a copy of the rulebook. 3 of my friends play, and only one has it...and he cheats. Hes also realy gay and puts every guy in every squad exactly two in. apart. I wish there was a rule for that.
Bolded for the truth.
The bit in italics is absoloutely fine, and an excellent strategy to use in order to minimise flamer/blast/ordance damage.
Seriously, you need to learn the basic, basic rules (like, how to construct a legal army) before weighing in on tactic discussion.
L. Wrex
Automatically Appended Next Post:
Ailaros wrote:
freddieyu1 wrote:If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you!
Well, yeah, but it's not actually as bad as it sounds.
Assault marines charge a 30-man power blob:
marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.
Now your opponent is left with a couple of dudes and a guy with a power fist, which is summarily clocked the next turn (which is yours, btw), with plasma. Alternately if you can get a little damage in first, as mentioned, you stand a much better chance of winning the combat outright (if heavily mauled). Likewise, if the guard get the charge in, they win.
Plus, a 30-dude power blob costs 225 points, anyone know how much a 10x assault squad with a power fist is?
Assault marines get 3 on the charge, 4 for the Sergeant. Also, a 10x assault w/ fist comes to 215 points. So, essentally, they made their points back and had a bit left over that you'd then need to dedicate fire towards to get rid of.
freddieyu1 wrote:If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you!
Well, yeah, but it's not actually as bad as it sounds.
Assault marines charge a 30-man power blob:
marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.
Now your opponent is left with a couple of dudes and a guy with a power fist, which is summarily clocked the next turn (which is yours, btw), with plasma. Alternately if you can get a little damage in first, as mentioned, you stand a much better chance of winning the combat outright (if heavily mauled). Likewise, if the guard get the charge in, they win.
Plus, a 30-dude power blob costs 225 points, anyone know how much a 10x assault squad with a power fist is?
1. question, how did the 3 IG left over (from 27 kills altogether) kill the 3 SM in the second round?
Ailaros wrote:
Assault marines charge a 30-man power blob:
marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.
Marines kill 8 or 9 on the charge, with 3 attacks each. The power fist (3 attacks also because no bonus for the PF+pistol) gets another 1 or 2. Guard kills 3.
Second round, 7 remaining marines with 2 attacks each kill 3 or 4, plus another 1, maybe 2 for the fist. Guard kills 3
Third round, 4 remaining marines kill 2, plus 1 or 2 for the fist, guard kills 3.
Fourth round, the sergeant dies without getting to attack, leaving about 15-20 guard in the blob.
This is very rough AND not including the likelihood of the Commissar popping off a Sergeant or two.
The IG sergeants and commissar have power weapons and 3 attacks each (i.e. 12 power weapon attacks), so the four of them take out about 2--and sometimes 3--marines per round. That's what really does the killing work for the blob--the mooks are just there to soak up wounds.
The odds of failing a Ld9 test are about 17%, so it doesn't happen that often, especially not more than once in the same combat. But even when it does happen, that's still 9 power weapon attacks.
ImpGuardPanzies wrote:Lycaues..are you saying my army isnt legal?
We're not saying that, necessarily, but the fact that you don't know how a legal army is even composed is the problem. The fact that you didn't even know what the Force Organization chart is betrays a lack of knowledge about anything in the game, as it's one of the basic concepts of building a proper army list.
All you have to do is study up; get a copy of the relevant rulebooks, or hell, download free pdfs from somewhere, nobody really cares how you do it as long as you learn the rules somehow. Understanding the rules as well as possible is the first step toward being both a good player, and a polite player.
Jaon wrote:
A) They can be sweeping advanced very easy
B) Any dedicated assault troops will make short work of them
C) pie plates will ruin them unless their in a big daisy chain.
D) very hard to get majority cover saves in a 30, or even 20 man squad.
So what exactly are they good at? why not take 3 separate squads. whats the thinking?
A) Guardsmen with a Commissar and a nearby Company Standard pass their leadership/morale checks more than 97% of the time. Usually, they break only when you want them to break. You don't even need the standard if you're willing to give up a Sgt.
B) If you actually run the numbers, even a 10-man squad of Khorne Berserkers assaulting them will typically only kill a dozen or so. If you can tie them up for two of THEIR close combat phases before the squad breaks, the platoon did their job. If it's a blob with power weapons (and maybe even Straken), they could win many match-ups (they own TH/SS terminators for example).
b) Large Ork squads will simply eat you up, however.
C) While daisy chains are much harder to pull off in reality than some people here may claim, the one time you can reliably set one up is during deployment (i.e. bubble wrapping), and you won't need to move with that platoon for several turns if at all. If need be, you can go to ground every turn while maintaining fire, or give up firing for a 2+ cover save. But yes, indirect ordnance barrages can be very lethal, so area terrain is your friend here, and thankfully not that many people field griffons/whirlwinds/spinners/etc.
c) I would add that flamer templates absolutely destroy platoons and there is little you can do about it short of destroying them before they get to you.
D) This is really not that difficult, especially if you play with area terrain as you should. You can easily achieve bubble wrap while using any available terrain plus the very vehicles you're protecting to gain a cover save.
No, i know what the force organisation chart is. Ive never heard it as Force Org. I thoguht it was something else. Ik that you have to have at least 2 troops and 1 hq to play and that you can have up to 2 hq, 6 troop, 3 elite, 3 fast attack, 3 heavy support. This much ik. Ive never heard it as force org.
ImpGuardPanzies wrote:No, i know what the force organisation chart is. Ive never heard it as Force Org. I thoguht it was something else. Ik that you have to have at least 2 troops and 1 hq to play and that you can have up to 2 hq, 6 troop, 3 elite, 3 fast attack, 3 heavy support. This much ik. Ive never heard it as force org.
Ah, simple misunderstanding, then. I guess it's an abbreviation that's not short enough for the Dakka auto-explainer-thingy.
Terminus wrote:A) Guardsmen with a Commissar and a nearby Company Standard pass their leadership/morale checks more than 97% of the time. Usually, they break only when you want them to break. You don't even need the standard if you're willing to give up a Sgt.
I was under the impression that the standard and summary execution didn't stack. Furthermore, I was under the impression that summary execution always happened first after they failed their morale check, and, given that you can only reroll once, the standard didn't help after. Therefore, there was no point in taking a standard for squads with commissars.
In any case, I apoligize for the math earlier. I didn't know the numbers for the space marine side. That said, EF's math is still off.
10 assault marines (210 points) vs. 30 man power blob (220 points). Marines get the charge in:
Marines make 31 attacks, hit with 20, wound with 14, and kill 9. Guard make 12 power weapon attacks for 2 kills. They then make 19 regular attacks for 1 kill.
Marines:7 guard: 22
Marines make 15 attacks for 4.5 dead guardsmen (let's round up to 5). Guard make 12 power weapon attacks for 2 kills and another 1 from the peanut gallery
Marines:4 guard 17
Marines make 9 attacks for 2.5 dead guardsmen (once again, let's round up to 3). Guard make 12 power weapon attacks killing 2, and .5 from the rest (let's round down to zerio).
Marines:2 guard 14.
Marines make1.5 kills (let's round up to 2), and the guard wipes them.
As such, even with rounding all the marine numbers up, and all the guard numbers down, and giving them the assault, an equal points of assault marines easily bounces off it's points weight in power blob. Given that the blob is still at half strength, it means they could easily handle another tac squad if they got the charge in, or camp an objective, or whatever.
So, just out of curiosity, how do you get an assault blob into assault range? Do you wait for your enemy to come to you (through deep striking or outflanking) or is it better to charge ahead using Move Move Move?
Ruckdog wrote:So, just out of curiosity, how do you get an assault blob into assault range? Do you wait for your enemy to come to you (through deep striking or outflanking) or is it better to charge ahead using Move Move Move?
The simple answer is that if you're boosting your CC with Straken, let them charge you. If you have Priests, then you want to charge them. If neither are a factor, then it's all up to timing your assault based on how long you think it will last, and making it so it ends on your opponent's turn and you get to shoot him immediately after.
Currently I'm springing 10 points for 2 special weapons and 10 points for rerollable meltabombs. As such, I'm becoming seriously tempted by getting rid of the special weapons alltogether to spend points on stuff I'll actually shoot in any given game. Alternately, I could turn those 20 points into two meltaguns - something I don't normally find savory, but if I'm not shooting lasguns (or anything for that matter) anyways, then it's not like I'm wasting firepower by shooting at tanks. Of course, most of the time it means I'm carrying around 20 points of dead weight, so I'm still not certain.
In any case, the strength of the blob comes from lots and lots of stubborn wounds. Don't make it more bloated than it needs to be to get the job done.
I'm leaning heavily toward the Melta option with power weapons for the SGT's... I find a lot of the folks locally (though not you) tend toward the Mech stuff... Killing the transport to get to the troops inside, or dealing with Drop Pods, etc...
Ruckdog wrote:So, just out of curiosity, how do you get an assault blob into assault range? Do you wait for your enemy to come to you (through deep striking or outflanking) or is it better to charge ahead using Move Move Move?
Personally, yeah, I use "go go go!" a LOT. That and I also outflank with al'rahem+astropath. Often I do them both in the same game:
(note that after this picture was taken, both blobs in the foreground moved another 6" due to "go go go!")
pchappel wrote:I'm leaning heavily toward the Melta option with power weapons for the SGT's... I find a lot of the folks locally (though not you) tend toward the Mech stuff... Killing the transport to get to the troops inside, or dealing with Drop Pods, etc...
Yeah, so right now I'm paying half points to give all my sergeants meltabombs instead of meltaguns. Given that I have a priest in the squad, they hit nearly as often against vehicles that moved 12", and they hit much more often against vehicles that moved 6", or less. The two synergize well, but I'm still thinking of throwing in meltaguns anyways.
Being the noob I am...and not feeling like looking in the codex, couldnt you technicly have 3 commisars w 2+ hits each in a 30 man blob squad? Because 3 sergants means theres 3 squads, And if im not mistaken, each squad can have a commisar. It would just be a ton of pts.
ImpGuardPanzies wrote:Being the noob I am...and not feeling like looking in the codex, couldnt you technicly have 3 commisars w 2+ hits each in a 30 man blob squad? Because 3 sergants means theres 3 squads, And if im not mistaken, each squad can have a commisar. It would just be a ton of pts.
Automatically Appended Next Post: Or, am i wrong?
Yes, you could indeed have a 33 man blob squad made up of 27 guardsmen, 3 sergeants, and 3 commissars. Both the sergeants and commissars can have power weapons at 3 attacks a piece (4 on the charge). Nobody does it because each commissar is 35 points (45 with power weapon) for a 1 wound model. And one is sufficent to give ld 9 with stubborn.
OK, and being that in the codex it says and i quote
"The PLatoon Commander and/or Commissar may exchange his pistol and/or close-combat weapon for:
-Boltgun...............2pts
-Power weapon...10pts
-Plasma pistol.......10pts
-Power fist...........15pts"
(note i got off my lazy but and grabbed codex)
This is for the platoon command squad...doesnt this mean that the PLatoon Commander and Commisar could have both a power weapon and a power fist..giving them 6 hits each? (also note all the and/or's)
Again, read the rulebook. These questions are easily answered there.
But to be nice. Yes, you can give them a powerfist and a powersword, but that would in no way double their attacks. They would have to choose which weapon to use each round
Again, just because you can do it, it doesn't mean you should
ImpGuardPanzies wrote:OK, and being that in the codex it says and i quote
"The PLatoon Commander and/or Commissar may exchange his pistol and/or close-combat weapon for:
-Boltgun...............2pts
-Power weapon...10pts
-Plasma pistol.......10pts
-Power fist...........15pts"
(note i got off my lazy but and grabbed codex)
This is for the platoon command squad...doesnt this mean that the PLatoon Commander and Commisar could have both a power weapon and a power fist..giving them 6 hits each? (also note all the and/or's)
For the PCS, yes. You'd get 4 power fist attacks with your Platoon commander and commissar's power fists. But they can't join normal infantry squads per the combined squad rules and commissars in infantry squads can't take power fists.
Edit: Rats, foiled again. Illumini, I do believe you're making me look bad
I know. But if they had power weapon AND power fist..wouldent they get 8 hits instead of 4? Because the way it is worded, it sounds as if you could wap for 2 items if you so chose...
If we are going to do numbers about charging assualt marines, then add in the first round of shooting as well to your numbers, i land an inch away, hit with 2 flamer templates, plus 8 bolt pistols. If your oppenent gets the charge he is going to shoot first then charge.
ImpGuardPanzies wrote:I know. But if they had power weapon AND power fist..wouldent they get 8 hits instead of 4? Because the way it is worded, it sounds as if you could wap for 2 items if you so chose...
Pg 42, bottom right side. It addresses fighting with two special weapons. Also, the point of the power weapons being in the infantry squad is for the power weapons to have the weapons be "hidden" inside of all the guardsmen, allowing the guardsmen to die before the power weapon wielding commissar and sergeants. You don't arm a PCS with power weapons and run into combat because it dies too quickly and easily.
doubled wrote:If we are going to do numbers about charging assualt marines, then add in the first round of shooting as well to your numbers, i land an inch away, hit with 2 flamer templates, plus 8 bolt pistols. If your oppenent gets the charge he is going to shoot first then charge.
That's in absolutely perfect circumstances, which I doubt will ever happen.
Bolt pistols in cover won't do much, but bolt pistols in non-cover kills 4, but the guard still wins.
Plus, we're still talking about really good circumstances for the assault marine player, and they STILL bounce. If you put things in more balanced circumstances or put the circumstances in the guard's favor (say, outflanking with Al'Rahem and getting the charge in on the assault squad), then they wallop the assault marines cold.
Why does Summary Execution take precedence over the Standard? They both offer a re-roll so I know plenty of people that take that to mean you pick which one you want.
Otherwise, what would happen if you had multiple commissars in a squad, and failed a morale test? Would each commissar summarily execute one guy and you'd get one re-roll total?
The level of rule confusion, and Imperial guard mutilation done by ImperialGuardPanzies...which in its self is insulting to guard, is worthy of heresy.
Terminus wrote:Why does Summary Execution take precedence over the Standard?
Illumini wrote:Check out the page on commissars, he doesn't execute if you want to re-roll. He executes when his squad fails a morale test.
Right, the sergeant in the squad looks at the banner waving in the breeze trying to figure out to run or not, but before he gets the chance to decide, he's already been shot just for the fact that he showed any doubt.
I mean, they both say that the squad re-rolls the morale check, but as you can only reroll once, you only get one reroll. Regardless of if you may or may not pass a reroll on morale (however you choose to take it), this does not stop the commissar from summarily executing someone for having failed the test the first time.
Terminus wrote:Otherwise, what would happen if you had multiple commissars in a squad, and failed a morale test? Would each commissar summarily execute one guy and you'd get one re-roll total?
Illumini wrote:As for your second question, seems like the commissars might cap a dude each - another reason to never have more than one in the blob
Yeah, this isn't exactly obvious.
Personally, I'd play it where I summarily executed just one model, regardless of the number of commissars (because in my mind 1 execution = 1 reroll), but if someone put on their rules lawyer hat, I'd remove a model per commissar without giving them grief about it.
As illumini says, there really isn't any good reason to take more than one commissar in a squad anyways (unless there are a lot of vindicare assassins afoot), so this quandry is more often than not avoided by good list building.
If you throw straken into the middle of your army then the blobs just become awesome, on the charge thats 60+ s4 int 4 attacks or if you get charged then 60+ s3 int 3
How do you figure 60? there can only be 50 people in a blob squad, and conscrips only got to fifty. and im prety sure you cant combine them.And that still wouldnt work if you had a minimul amount of conscrips because a squad starts with twenty people. You would need 40ppl from a blob squad, and a conscrips squad.Im still 150% sure that this isnt possible. Or even thought of.
ImpGuardPanzies wrote:I thought what you see is what you get. And my friend will pull that rule..just because hes not man enough to let his space marines loose one guy.
ImpGuardPanzies wrote:How do you figure 60? there can only be 50 people in a blob squad, and conscrips only got to fifty. and im prety sure you cant combine them.And that still wouldnt work if you had a minimul amount of conscrips because a squad starts with twenty people. You would need 40ppl from a blob squad, and a conscrips squad.Im still 150% sure that this isnt possible. Or even thought of.
It's like the duracell bunny
You really need to buy a rulebook. You seem to lack even a basic understanding of the rules.
youbedead wrote:If you throw straken into the middle of your army then the blobs just become awesome, on the charge thats 60+ s4 int 4 attacks or if you get charged then 60+ s3 int 3
Yep, good stuff. With a typical 30-man mob, you're actually getting 70 attacks (Sgts and commissar). One caveat on receiving charges against marines and such, is that your numbers will likely be dramatically decreased by the time you swing back. But that's okay, since it's really the power swords that kill marines in such match-ups.
ImpGuardPanzies wrote:How do you figure 60? there can only be 50 people in a blob squad, and conscrips only got to fifty. and im prety sure you cant combine them.And that still wouldnt work if you had a minimul amount of conscrips because a squad starts with twenty people. You would need 40ppl from a blob squad, and a conscrips squad.Im still 150% sure that this isnt possible. Or even thought of.
Rather than yelling at you, I'll explain.
When charging, each normal guardsman gets 2 attacks. So it only takes 30 charging guardsmen to get 60 attacks. The sergeants, if equipped right, and the commissar get 3 attacks base and 4 when charging, so if you factor in those attacks to you don't even need as many as 30 guardsmen.
Terminus wrote:Why does Summary Execution take precedence over the Standard?
Illumini wrote:Check out the page on commissars, he doesn't execute if you want to re-roll. He executes when his squad fails a morale test.
Right, the sergeant in the squad looks at the banner waving in the breeze trying to figure out to run or not, but before he gets the chance to decide, he's already been shot just for the fact that he showed any doubt.
Or, the sgt looks at the standard and rallies the men before the Commissar reacts, given that you IGNORE the first roll if the reroll is successful.
If you ignore it, they never failed, so why would the commissar shoot someone...................
Just like a twin-linked plasma gun that overheats. If the second roll is a one, it never got hot and you do not take a wound.
Automatically Appended Next Post:
Terminus wrote:Why does Summary Execution take precedence over the Standard? They both offer a re-roll so I know plenty of people that take that to mean you pick which one you want.
Even more, both require you to reroll. And yeah, I'm in the 'pick which one you want to use' camp.
summary execution: "If the commissar's unit fails a Morale test the commissar will summarily execute..."
regimental standard: "...in addition, any friendly units within 12" reroll failed morale and pinning checks."
So, there are two possible things that could happen when a squad takes casualties.
1.) the squad in question rolls, say, a 5. They're fine.
2.) the squad rolls, say an 11. Your unit failed a morale test. This means the commissar shoots. Now, after this, you can choose to reroll this already-failed test with the standard, but it's moot as the commissar already rerolled it, and you can't reroll it again.
Summery execution doesn't win, but you failed the roll, so someone's still got to get shot in the face, occasionally you want to fail that leadership, like if you are fighting terminators so you can assault back in.
I'm slowly warming up to guard blobs. While I don't "go assault" with my blobs I outfit them as such. Usually 3 squads, 3 power swords and a commisar. Basically acting as a gunline / meat shield I dont understand the whole assaulting with them thing. If you could replace basic guardsmen rifles with pistols and stick a priest in the back of the squad, then maybe, I just don't see the assault being worth the 60-90 lasgun shots with a first rank order fire the previous turn.
It makes a difference if you have a source of furious charge, or you need to lock up a target for next turn. It really depends on the target. For example, I rather assault a tactical squad and take the fight to power swords and bayonets, rather than trade shots with rapid-firing boltguns.
Also, a huge difference is that in close combat, you almost always get an armor save, while against shooting you almost never do. Furthermore, most people get two shots in the shooting, but only one attack when they're caught flat-footed in assault. As such, close combat makes your squad three times more durable. Plus, stubborn is only helpful in close combat.
Sitting still at point blank range so that you can shoot some lasguns and then get bladestormed or berserker charged or waaaughed, or whatever is a bad idea. Stopping your opponent from shooting, reducing their attacks, and stopping some of their special rules (like furious charge), all while giving you a slough of power weapon attacks and putting your troops into a position where they're the most durable sounds like a good idea.
Just for fun, I did some rough calculations of the two possibilities when facing a unit of 10 Khorne Berserkers with a PW champ in two melee phases. I'm disregarding the pistols of the Sgts and Commissar, as well as special weapons, since you get to fire them in either case.
OPTION ONE - Shoot the bastards! 24 FRFSRF lasguns = 72 shots, 4 kills
Berserkers shoot 6 bolt pistols, kill 2 or 3
Charge with 20 S5 regular attacks, kill about 7
Champ drops another 2 or 3, so let's say 12 dead total in melee.
Guard grunts then respond with 15 S3 attacks, killing about one. Sgts and Commissar swing with 12 S3 power weapon attacks, claiming another 2.
So the shooting option, assuming the Chaos player doesn't attack the blob with anything other than the Berks, results in trading 16 guardsmen for 6 berserkers. An excellent trade, even before you factor in any kills from the special weapons.
OPTION TWO - Bayonet their entrails! Guard assault on their turn.
Berserkers attack first with 27 regular attacks and 4 PW attacks, killing about 10.
Guard with 34 regular S3 attacks and 16 S3 PW attacks, killing 6.
Chaos turn, Berserkers swing with 9 regular attacks and 4 PW attacks, killing another 4 guardsmen.
Guard respond with 13 regular attacks and 12 PW attacks, killing all but one or two. Then factor in the special weapons, and bye bye Berserkers.
So as you can see, even against an elite melee unit, assaulting can serve you more than shooting. Both situations actually end with the Berserkers losing, but assaulting takes the opponent's choice out of the equation (so he can't whittle the squad down a bit with other elements, or re-deploy the berserkers elsewhere), kills the Berserkers faster, and actually loses fewer guys.
Now if you add Furious Charge to the mix, you have solid odds of wiping out the Berks in one round. Or better yet, you'll only leave one or two alive, and can finish them off on their turn, avoiding another round of enemy shooting.
Counter Charge also gives you the best of both worlds, allowing you to shoot and get the extra attacks.
After running the same scenarios against other unit types whose numbers aren't so skewed by the huge number of attacks that berzerkers get, I'm even more convinced. Against tac marines and assault marines, the guard get similar results, and the only difference is that the guard lose fewer models in assault--which is always a good thing.
It's surprising to see that the extra attacks of extra guardsmen don't really make that much of a difference--even doubling them by charging only makes a difference of about 1 enemy casualty--but that those extra power weapon attacks make a big difference. A couple of extra casualties in those 10-man power-armor units makes a big difference.
I don't know if it would work the same against large units of T3 models with crappy saves, though. There it feels like the shooting would net more casualties overall.
yeah. it's pretty sickening how space marines cant beat guard in a fire fight or in a fist fight. you pretty much have to flame them if they're in giant blobs. Guard are going be good for a llllooooonnnngggg time.
AF
Automatically Appended Next Post: I disagree Ailaros. The guardsmen can withstand the charge.
Automatically Appended Next Post: this is from another thread
AbaddonFidelis wrote:Fett
the marines will win the 1st round of assault but the guardsmen are leadership 9 stubborn and reroll their leadership when within 12 of a banner. the guard aren't going to run.
So to continue your example..... I'm going to round decimals to the nearest whole number. You can try rounding down if you want but I think the result will be more or less the same.
The save is really the important part here. Against SM, it's really the power weapons that do most of the killing, so once that benefit is mitigated, all that matters is volume of attacks.
So alright, let's do it vs. 30 hormagaunts with adrenals. As always, standard caveat about mathhammer apply.
OPTION 1 72 shots, 15 casualties (let's assume they don't run away).
Remaining 15 hormies assault with 45 S4 attacks, killing 10 guardsmen. Guardsmen respond, killing 6 or 7. Combat should end on your turn with the Guardsmen victorious after losing maybe a dozen members.
OPTION 2 Guard charge. Hormagaunts swing 60 times, killing 10.
Guard respond by killing 11. If the Hormagaunts don't break, it will probably take at least another two combat rounds to clear them out. That in of itself isn't that bad since that would end the combat on their assault phase, but you'd lose at least twice as many dudes.
--------------------
So yes, against other scum of the universe, the flashlights are good enough. For everyone else, into the breach (unless it has T>4, in which case RUN AWAY FROM THE BREACH! ).
Large blast can hit more than 30 models when crunched together.
30 hits, 24 models dead. Hilarious.
If I am not mistaken a solid blob is going to be at least 200 points. I would love to see that get hit by a large template from the center. Just thinking about all of those guardsmen splattered all over the map makes me laugh.
Is there a better counter to them? What could actually do that much damage? A bunch of flamers? The best part is that the last few guardsmen will stick around if the Commissar can survive somehow, providing a shield against shooting. It really doesn't seem to get much better than Yriel when faced with swarms.
Hmm... I should probably work him into more lists, what a freaking beast.
No, not you...
Obviously, this doesn't mean that blobs don't have their uses, you just need to be really aware of template weaponry, doubly so when it ignores cover, and quadruply so when it is also a S6/Ap3 large blast... that hits inside of assaults. Fantastic that is, I will really need to try it out some time. Usually I'll just throw Yriel in with some Meq, to make use of the Ap3, but he seems to do a serious tap-dance on swarm units.
The absolute maximum amount his large template (which is centered on him) could possibly hit is 22 models, if he is completely enveloped from all sides. What's far more likely is that all the enemy models will be within his front 180 arc (see attached file). He tagged 11 models, and the guards' bases are practically overlapping (which is less likely on an actual table due to uneven terrain and arms and whatnot).
So, Yriel charges (let's ignore how he managed to get there for now), activates The Eye, and kills 9 models. Guard retaliate with 30 attacks (18 from grunts, 12 from sgts and commissar), averaging 3.75 wounds (he has three).
plus, blob squads are more vulnerable when unsupported. The best way to kill Yuriel in this case would be to have the melta SWS sitting right behind the blob step forward and instant death him.
summary execution: "If the commissar's unit fails a Morale test the commissar will summarily execute..."
regimental standard: "...in addition, any friendly units within 12" reroll failed morale and pinning checks."
So, there are two possible things that could happen when a squad takes casualties.
1.) the squad in question rolls, say, a 5. They're fine.
2.) the squad rolls, say an 11. Your unit failed a morale test. This means the commissar shoots. Now, after this, you can choose to reroll this already-failed test with the standard, but it's moot as the commissar already rerolled it, and you can't reroll it again.
Or.................... Since there is nothing saying which order they are resolved in, you use the banner first, pass the reroll, and the failure NEVER happened.
The standard says that you may "reroll FAILED morale tests". This means that you need to fail the morale test in order to take a reroll from the standard.
However, when you fail a morale test, the commissar summarily executes. If you'd like, you can take the test, fail the test, do the summary execution, and then take the standard reroll (and waste the commissar's reroll), but it doesn't stop you from shooting a guy, and it doesn't give you an extra reroll. Therefore taking a standard for commissar-led squads is pointless.
don_mondo wrote:Since there is nothing saying which order they are resolved in, you use the banner first, pass the reroll, and the failure NEVER happened.
I read this a lot, but I am not sure I agree.
The failed roll no longer counts, but it occured or you would not re-roll.
Once you re-roll the previous roll is discounted, but it still happened.
The re-roll rules never say to ignore the failure--just that the next roll is the one that counts.
As an example, Gets Hot! actuall states the re-roll is the only one that matters and that the initial roll can be ignored.
Ailaros wrote:The standard says that you may "reroll FAILED morale tests". This means that you need to fail the morale test in order to take a reroll from the standard.
However, when you fail a morale test, the commissar summarily executes. If you'd like, you can take the test, fail the test, do the summary execution, and then take the standard reroll (and waste the commissar's reroll), but it doesn't stop you from shooting a guy, and it doesn't give you an extra reroll. Therefore taking a standard for commissar-led squads is pointless.
My argument to that is that the exact same language used in Summary Execution is used when describing how to take the Morale check to see if you fall back. So if you meet the conditions for Summary Execution (i.e it is an inevitible outcome the moment that you fail the first check), you just as legitimately meet the conditions for Falling Back.
However, the rule for summary execution then goes on to say that you immediately reroll the morale check, which uses that second result to determine if you actually fall back or not.
I suppose the only vague thing for me on this is if the commissar summarily executes after EVERY failed morale check. Namely, if the squad fails the first morale check, and the commissar shoots, and then you reroll and fail again, does he shoot again? I've been assuming not, as, as mentioned, the reroll rule implies that you count the reroll as if it were the initial results of your first roll, but I could see an argument for a particularly trigger happy commissar.
Ailaros wrote:The standard says that you may "reroll FAILED morale tests". This means that you need to fail the morale test in order to take a reroll from the standard.
However, when you fail a morale test, the commissar summarily executes. If you'd like, you can take the test, fail the test, do the summary execution, and then take the standard reroll (and waste the commissar's reroll), but it doesn't stop you from shooting a guy, and it doesn't give you an extra reroll. Therefore taking a standard for commissar-led squads is pointless.
And once you pass it, there was NEVER a failed test. Or do you insist that twin-linked plasma guns have to roll an armor save when they roll a one on the first try, but not on the second. It's the same principle. If the reroll succeeds, the first rioll never happened. And if it never happened, why is the Commissar going to shoot someone for something that never happened.
But we're going to just keep going around and around, just like last time this came up.
Bottom line. I think you can choose the order in which they are applied, which changes what happens.
You disagree and think that the Commissar must be applied first, which means someone always gets shot.
I agree with the don on this one. RAW is vague, RAI seems to favor giving you the choice (or perhaps it just makes more sense in my mind), and the INATFAQ (for what it's worth), has ruled that the banner goes first.
Automatically Appended Next Post: Ugh... no heavy weapons, crappy melta SWS teams instead of veterans or even a platoon command, small combined squads loaded with 100+ points of characters and topped off with grenade launchers of all things... wow, it's like everything you do with your guard is designed expressly to annoy me.
don_mondo wrote: Or do you insist that twin-linked plasma guns have to roll an armor save when they roll a one on the first try, but not on the second. It's the same principle. If the reroll succeeds, the first rioll never happened.
As I said, this is because the Gets Hot! rules actually state that is the case. The failed roll did happen, that is why you can reroll.
Terminus wrote:Yriel would die like the elf bitch he is.
Okay.
The absolute maximum amount his large template (which is centered on him) could possibly hit is 22 models, if he is completely enveloped from all sides.
Not quite...
If you don't feel like counting it is 30 models aside Yriel in the center. 30 MODELS, NOT 22.
What's far more likely is that all the enemy models will be within his front 180 arc (see attached file). He tagged 11 models, and the guards' bases are practically overlapping (which is less likely on an actual table due to uneven terrain and arms and whatnot).
I thought about putting together an elaborate diagram showing exactly how you are wrong. I don't need to.
If you choose not to play using no holding back (if you somehow manage to get the charge), or defenders react, that is your problem.
So, Yriel charges (let's ignore how he managed to get there for now), activates The Eye, and kills 9 models. Guard retaliate with 30 attacks (18 from grunts, 12 from sgts and commissar), averaging 3.75 wounds (he has three).
I will compromise and say he attacks a squad that completely defies the concepts of basic geometry, and only 20 models get hit by the blast. Yriel kills around 17 models, and your PWs all miraculously survive somehow. Then... all of your PW are within attack range, every single one. I fortune Yriel and it doesn't matter. None of what you are ignoring matters, not a drop of it. He will wipe the floor with that squad.
Let's say that somehow Yriel dies, the squad is left without a shooting barrier, and gets mowed down by shuriken catapults, as they are more than likely to be in range, and without many targets to hit. I am not particularly worried about blobs as an Eldar player. The one thing that eldar can do quite well, is deal with swarms.
Terminus wrote:Yriel would die like the elf bitch he is.
I will compromise and say he attacks a squad that completely defies the concepts of basic geometry, and only 20 models get hit by the blast. Yriel kills around 17 models, and your PWs all miraculously survive somehow. Then... all of your PW are within attack range, every single one. I fortune Yriel and it doesn't matter. None of what you are ignoring matters, not a drop of it. He will wipe the floor with that squad.
Let's say that somehow Yriel dies, the squad is left without a shooting barrier, and gets mowed down by shuriken catapults, as they are more than likely to be in range, and without many targets to hit. I am not particularly worried about blobs as an Eldar player. The one thing that eldar can do quite well, is deal with swarms.
because of the 6" pile in move, its pretty much impossbile to get all the guard like that on the first round of combat, even so, you can remove casualties from anywhere in the squad, if its a 30 man squad, you could kill 26 before he loses a power weapon (in theory) if its a 40 man, you could kill 35, ect. ect. Its very unlikely to route out the power weapons because of wound allocation rules
Fair enough, I don't disagree, but since you do remove models that are out of base to base combat, any PWs left outside of base contact are very likely to take a wound, and die as a result.
Anyway, it is certainly not impossible to get nearly every model in the squad under the template. Attacking with one model with a measly 1 inch base means that pulling in a ton of models into combat is certainly not out of the question. The only situation where I could imagine few models being stuck under the plate, is where the formation of the squad is in a necklace-style, single row layout. If that is what the blob is always doing, then Yriel could still just lock the squad down, and chew through it over a couple turns. Fortune is a tough cookie to break.
Most of the time, blobs won't be spread @ a 2" interval in a single line. I would expect Yriel to get a minimum of 20 models under the blast on average, especially considering the fact that I will be the one choosing where he gets into assault. If I hit the center of a 2-line, 1" spread formation, most everything is going to be forced under the template.
In order to use a blob to provide cover for vehicles, they need to be at a very mild spread. 1" simply won't provide cover saves to vehicles, nor should it.
Having Yriel around presents a serious threat to blob-squads.
I would put together something explaining all of this, but Vassal just doesn't cut it. The measuring tool is no less than garbage. There are ways to mitigate some of the damage the blast will bring, but that simply gives Yriel the opportunity to be protected from fire the next turn as well. You will have to pull the rest of your models in, and Yriel can wait to use the blast until then. Not complicated, but illustrating it is actually quite difficult. If we were in person, I could show you in about a half hour. There is no formation that will stop Yriel from wreaking havoc on a blob, really, there just isn't. Every single formation you could use, won't do enough, it will just prolong the inevitable.
You really don't want swarms to get stuck in combat with a fortuned Yriel.
I'll go into some detail quickly, working along the lines set by you (Grunds) and Terminus. A blob of 30 Guard w/ 3x PW Sarge, and a PW Commissar, lets ignore the very significant cost of that squad.
- Yriel assaults and only 10 models are pulled into combat, we will assume all 3 Sarge, and the Commissar are within that 10.
- Yriel hits with 5 attacks on a 3+ (the majority is always going to be WS3), wounds on a 2+, instakills. 5a, 3.3h, 2.7w. Nearly 3 guard dead, not amazing.
- 3 sarge hit with 6 attacks on a 5+, wound on a 4+, ignores 3+ armor to face a 4++ rr. 6a, 2h, 1w.
- Commissar hits with 2 attacks on a 4+, wounds on a 4+, ". 2a, 1h, .5w.
- 6 guards hit with 6 attacks on a 5+, wound on a 4+, deals with a 3+ rr. 6a, 2h, 1w.
- Yriel takes saves against 1.5 wounds on a 4++ rr, takes .38 wounds. Yriel takes saves against 1 wound on a 3+ rr, takes .11 wounds.
Yriel just took less than half a wound, while delivering three. He won't do much damage with regular attacks, but the next turn spells complete doom for the rest of the squad. Their only hope is Yriel rolling a crap-ton of ones. Sure, they can lock him down for 2-3 turns, but I prefer to think of it as Yriel having a great time stuck inside the squad, wading around in the guts of the guardsmen he has torn into pieces.
I think you need to re-read how piling-in actually works.
It's one of my pet hates that players seem to think that an assault would actually 'wrap around' in the way you visualise it. It wouldn't happen and, in the actual rules, it cannot happen unless the Guard squad moved to surround Yriel in the preceding Movement Phase.
There is simply no way that a 6" move would allow those models to completely surround him, so the way Terminus has it visualised is far more accurate than the one above.
Oh, and due to the fact that he's a single model, there would be no need to alter the position of the Guard models in any subsequent assault phases, as any deaths would simply be removed from the 'unengaged' pool of models; any engaged ones are fine exactly where they are. This would mean that the very best you can do is either kill 3 Guard a turn for...the rest of the game, or waste your Eye klling 4-5 more.
Oh, and to answer your question regarding price: 30-man combined PIS w/ 3 x Sergeant PWs and a Commisar PW = 225, Yriel is 155. That's only a difference of 70, and I get to hold up one of your...'killiest?' units for practically the whole game, which is exactly what I want my squad to do.
L. Wrex
EDIT: One final thing; the Guard aren't hitting Yriel on 5s, they're hitting on 4s. He's not WS7. Your maths might not be quite so shiny when you take that into consideration.
Right, Lycaeus is right. Once the guys that are within 6" of the assaulted model in question are in question, then you just need to move everything to within 2", after which you just move them towards. Unless you're starting the assault from like 1" away (which would be dumb, knowing this rule), then you're going to get a close combat that looks like a cone, rather than a circle.
don_mondo wrote:And once you pass it, there was NEVER a failed test.
But you only pass it AFTER YOU FAIL IT. Any time they fail, the commsssar shoots, regardless of if you later get a reroll or not.. Any time you don't fail, you don't get a reroll. I'm really surprised that this isn't more obvious, given how clear the rule is.
I mean, if you take this interpretation then, if you don't have a standard, you could say that because the squad passed the reroll after the summary execution, that you should be able to put the model back on the table, because there never was a failed test after all.
Wrexasaur wrote:Anyway, it is certainly not impossible to get nearly every model in the squad under the template.
It's certainly not impossible when using a computer application, and some healthy doses of make-believe and 4th edition 40K.
But then reality happens.
Lycaeus Wrex wrote:Oh, and due to the fact that he's a single model, there would be no need to alter the position of the Guard models in any subsequent assault phases, as any deaths would simply be removed from the 'unengaged' pool of models; any engaged ones are fine exactly where they are.
Ironically enough, even with my slightly sloppy arrangement of the models above, I think only one of them isn't actually within 2" of a model in base to base, so they would all get to attack.
Oh, and to answer your question regarding price: 30-man combined PIS w/ 3 x Sergeant PWs and a Commisar PW = 225, Yriel is 155. That's only a difference of 70, and I get to hold up one of your...'killiest?' units for practically the whole game, which is exactly what I want my squad to do.
No, you don't get to hold him up. Yriel is extremely ikely to be dead after the second combat phase, if not the first.
Even if you had to move into base to base contact, nobody ever said you had to use hexagonal close-packing (as illustrated by the last shiny diagram). You could easily only have four models in BTB contact without having room for any more. Continue using spacing like this (because hopefully you're not dumb), and you're going to decrease the number of models in range of the blast drastically.
Heck, if you want to see how it would work out, put some models on a table and roll some dice. It won't represent statistics at all, mind you, but you'll probably get a better feel for the flow of events.
Just did this little "simulation" (again, I make no assertion that this is a good example of statistics or an average case). Vs a 31 man blob, Yriel went down on the third round of combat, with seven guardsmen left. I didn't take specific time or much consideration trying to lessen the effects of the Eye. He got 22 models with the blast, killing 19. YMMV (obviously).
Lycaeus Wrex wrote:I think you need to re-read how piling-in actually works.
I read it several times, and realized that the rule is actually stupid. My bad. Not that I actually plan on following it as it is. Bad rules are bad rules, and I'm only forced to use them during tournaments where they strictly enforce interpretations.
Ailaros wrote:Right, Lycaeus is right. Once the guys that are within 6" of the assaulted model in question are in question, then you just need to move everything to within 2", after which you just move them towards. Unless you're starting the assault from like 1" away (which would be dumb, knowing this rule), then you're going to get a close combat that looks like a cone, rather than a circle.
So lame it isn't even funny. The guys can just stand there, watching the rest of their squad fight.
Now, I don't feel that you and the others are entirely right, it really seems left open to a decent amount of interpretation. The general idea in assault is that you are forced to try to get everything into combat, FORCED TO TRY. You can say if you can't then you shouldn't try, but I strongly disagree. Failing comes after trying, not before.
Forced to try to get as many models into combat, does directly suggest that you use the most efficient method of doing so, regardless if you happen to fail. Interpretation is a pretty powerful thing when wielded correctly. They are forced, they don't get a choice, that is my interpretation. If you are blocking other models from trying to get into assault range, how is that not cheating exactly? Sure, you can CALL it fair, that's cool.
I am not entirely convinced that Yriel is as good a counter as before, but bad rules aside, he certainly still is worth a try or two at the least.
It's one of my pet hates that players seem to think that an assault would actually 'wrap around' in the way you visualise it. It wouldn't happen and, in the actual rules, it cannot happen unless the Guard squad moved to surround Yriel in the preceding Movement Phase.
If I hit the center of a squad with Yriel, you're really saying to me that the Guardsmen squad would not wrap around him. Really. I mean really, really... really?
That is totally new to me, and keep in mind that I have no intention with bogging this thread down with an unrelated subject. You're right, I am wrong. Whatever.
Seriously though, I don't have a clue what you are talking about. There are several situations where you do have to wrap around Yriel, and it is one of the main benefits to using one model against a blob. I can pull that squad like a curtain, and relying on a rule that allows for what I consider no less than sanctioned cheating, is totally lame.
There is simply no way that a 6" move would allow those models to completely surround him, so the way Terminus has it visualised is far more accurate than the one above.
Oh, and due to the fact that he's a single model, there would be no need to alter the position of the Guard models in any subsequent assault phases, as any deaths would simply be removed from the 'unengaged' pool of models; any engaged ones are fine exactly where they are. This would mean that the very best you can do is either kill 3 Guard a turn for...the rest of the game, or waste your Eye klling 4-5 more.
You say that with so much confidence. Anyway, the rule is open to a decent amount of interpretation. After one round of assault the rest of the squad can just sit there waiting around? Really? I highly doubt the commissar would be very happy about that.
Oh, and to answer your question regarding price: 30-man combined PIS w/ 3 x Sergeant PWs and a Commisar PW = 225, Yriel is 155. That's only a difference of 70, and I get to hold up one of your...'killiest?' units for practically the whole game, which is exactly what I want my squad to do.
I know the price, and didn't want an answer. It is generally frowned upon to quote prices, so I try to avoid it and speak in generalities. Generally, something costing 50% more is very significant. Generally speaking getting a car that costs 10k into an accident, hurts a lot less in terms of cash, than a car that cost 15k.
EDIT: One final thing; the Guard aren't hitting Yriel on 5s, they're hitting on 4s. He's not WS7. Your maths might not be quite so shiny when you take that into consideration.
I'll take it into consideration, and I apologize for making that mistake. This has been my only mathhammer I've dropped in the thread.
- Yriel assaults and only 10 models are pulled into combat, we will assume all 3 Sarge, and the Commissar are within that 10.
- Yriel hits with 5 attacks on a 3+ (the majority is always going to be WS3), wounds on a 2+, instakills. 5a, 3.3h, 2.7w. Nearly 3 guard dead, not amazing.
- 3 sarge hit with 6 attacks on a 5+, wound on a 4+, ignores 3+ armor to face a 4++ rr. 6a, 2h, 1w.
- Commissar hits with 2 attacks on a 4+, wounds on a 4+, ". 2a, 1h, .5w.
- 6 guards hit with 6 attacks on a 4+, wound on a 4+, deals with a 3+ rr. 6a, 3h, 1.5w.
- Yriel takes saves against 1.5 wounds on a 4++ rr, takes .38 wounds. Yriel takes saves against 1.5 wounds on a 3+ rr, takes .16 wounds.
.49 wounds VS. 54 wounds.
My god, will you look at the difference. (sarcasm)
It is now fixed, and seriously, that is really minimal. Others can post their mathhammer in a clear fashion, and we can all pick it apart if it is wrong. This isn't wrong, I am just not interested in explaining why it doesn't matter if Yriel is tarpitting the tarpit... because he is tarpitting the tarpit, and doing so in a very manageable way. Add mindwar and I can take shots against the commissar, ending the entire point of that blob. Just saying.
Anyway, if Yriel does suck against a blob, which I am still unconvinced of, add more about it so this thread can be a source of knowledge.
Lycaeus Wrex wrote:I think you need to re-read how piling-in actually works.
I read it several times, and realized that the rule is actually stupid. My bad. Not that I actually plan on following it as it is. Bad rules are bad rules, and I'm only forced to use them during tournaments where they strictly enforce interpretations.
Yep, only tournaments. And when people want to play 5th edition 40K. But other than that, yeah, go nuts with your houserule version of close combat.
I mean, the rule is just so goddam clear. Surprising how clear it is really.
Just like when defenders react to being assaulted, these
models move up to 6" in an attempt to move into base
contact with an enemy or, if not possible, into a
position in which they are engaged and will be able to
fight. This follows the same rules as moving assaulting
models, except that is not slowed by difficult terrain
and does not trigger dangerous terrain tests. Also, a
pile-in move may not be used to contact enemy units
that are not currently involved in the assault.
When making pile-in moves, the player whose turn it
currently is moves first. If for some reason (mass
carnage, usually), his model’s pile-in moves are
insufficient to move into base contact with any enemy
that was involved in that fight, the player must still
move them as close as possible to such enemies. The
opponent will then execute his own models’ pile-in
moves, back into contact with the enemies they were
fighting. If both units’ pile-in moves combined (that’s
more than 12" – very unlikely!) would be insufficient to
bring the combatants back together, the assault comes
to an end and both sides may make consolidation
moves instead, as described below.
As close as possible, which suggests arraying your models in a fashion that actually puts everything as close as possible to being B2B with opposing model/s. Suggests, not directly states.
That little smidgen of doubt is what you are working with. Seriously.
Wrexasaur wrote:So lame it isn't even funny. The guys can just stand there, watching the rest of their squad fight.
Now, I don't feel that you and the others are entirely right, it really seems left open to a decent amount of interpretation. The general idea in assault is that you are forced to try to get everything into combat, FORCED TO TRY. You can say if you can't then you shouldn't try, but I strongly disagree. Failing comes after trying, not before.
What the hell are you talking about? Just stand there, watching them fight? You are forced to move into melee any unengaged models, but once they are engaged (i.e. in btb or within 2" of a squadmate that is) you don't have to move them any further. With the 2" assist rule, that entire 30-man squad can get attacks against Yriel. This is especially easy if you have any HWTs in the squad.
- Yriel assaults and only 10 models are pulled into combat, we will assume all 3 Sarge, and the Commissar are within that 10.
- Yriel hits with 5 attacks on a 3+ (the majority is always going to be WS3), wounds on a 2+, instakills. 5a, 3.3h, 2.7w. Nearly 3 guard dead, not amazing.
- 3 sarge hit with 6 attacks on a 5+, wound on a 4+, ignores 3+ armor to face a 4++ rr. 6a, 2h, 1w.
- Commissar hits with 2 attacks on a 4+, wounds on a 4+, ". 2a, 1h, .5w.
- 6 guards hit with 6 attacks on a 4+, wound on a 4+, deals with a 3+ rr. 6a, 3h, 1.5w.
- Yriel takes saves against 1.5 wounds on a 4++ rr, takes .38 wounds. Yriel takes saves against 1.5 wounds on a 3+ rr, takes .16 wounds.
.49 wounds VS. 54 wounds.
My god, will you look at the difference. (sarcasm)
Your math is as warped as your understanding of the rules. The commissar and Sgts have 12 attacks between them, and would average 3 wounds on Yriel before saves. And where are you getting this "only 10 guys get pulled in" nonsense? You yourself just quoted the appropriate rules that force you to engage if at all possible. Are we assuming the squad is super spread out and you assaulted the very itty-bitty corner?
Terminus wrote:Your math is as warped as your understanding of the rules. The commissar and Sgts have 12 attacks between them, and would average 3 wounds on Yriel before saves.
Nice.
- Yriel assaults and only 10 models are pulled into combat, we will assume all 3 Sarge, and the Commissar are within that 10.
- Yriel hits with 5 attacks on a 3+ (the majority is always going to be WS3), wounds on a 2+, instakills. 5a, 3.3h, 2.7w. Nearly 3 guard dead, not amazing.
- 3 sarge hit with 9 attacks on a 5+, wound on a 4+, ignores 3+ armor to face a 4++ rr. 9a, 4.5h, 2.25w.
- Commissar hits with 3 attacks on a 4+, wounds on a 4+, ". 3a, 1.5h, .75w.
- 6 guards hit with 6 attacks on a 4+, wound on a 4+, deals with a 3+ rr. 6a, 3h, 1.5w.
- Yriel takes saves against 1.5 wounds on a 4++ rr, takes .75 wounds. Yriel takes saves against 1.5 wounds on a 3+ rr, takes .16 wounds.
.49 wounds VS. 91 wounds.
I guess that bit is actually pretty significant, and the squad actually has a good chance to deliver one wound. Not bad, it just sucks that the wound isn't going to be a PF, allowing you a chance to insta-gib Yriel. THAT would be serious, 1 standard wound @ 90% per turn... isn't. Yriel still tarpits the tarpit, which is generally as good as taking it out of commission.
And where are you getting this "only 10 guys get pulled in" nonsense? You yourself just quoted the appropriate rules that force you to engage if at all possible. Are we assuming the squad is super spread out and you assaulted the very itty-bitty corner?
I assumed that you realized I was speaking from a point which gave your argument the advantage. The squad is spread in a way (probably double linked, 1.25-1.5" spread necklace) where they somehow only getting 10 into assault, leaving the majority out of the blast, which clearly appeared to be your premise, and continues to appear to be the premise of your argument.
I gave you the advantage, and I am not going to spend 2 hours putting a serious diagram together. Maybe I will over the next couple of weeks as soon as I find time. Formations are important, but we are talking about general formations, not micro-management. I agree that micro can be a massive factor, but it is next to impossible to account for. The fact that it can make or break makes that kind of suck. There are just too many specific situations that can be brought up, to be practical in an overarching discussion.
This is a discussion involving a great deal of abstraction on every side, most tactical discussions are, none of us can predict the future for everyone reading this thread.
That is usually what happens with Yriel either way, I assume I edited that into the response to your edit, and your post was posted before you saw my post...
About your post.
a free Fortune.
Anyway, I didn't say that, I have not presented any hard points numbers as far as I know. L. Wrex did that.
My suggestion was that for LESS points, I tarpit your tarpit, and have a good chance of blowing it into pieces, depending on how you like to see the rules.
Wrexasaur wrote:I assumed that you realized I was speaking from a point which gave your argument the advantage. The squad is spread in a way (probably double linked, 1.25-1.5" spread necklace) where they somehow only getting 10 into assault, leaving the majority out of the blast, which clearly appeared to be your premise, and continues to appear to be the premise of your argument.
I gave you the advantage, and I am not going to spend 2 hours putting a serious diagram together.
So basically, you utterly failed to comprehend what I was saying.
Look at the diagram I posted. All 30 guardsmen (well, maybe all but one of them) are within 2" of a model that's in base to base with Yriel. THE ENTIRE SQUAD WILL GET TO ATTACK. Conversely, the 5" template centered on Yriel will only tag about a dozen models.
They can be in assault AND outside of the blast, that's what you're not getting it seems.
You are assuming that the squad will be in that pattern then, which is fine, but it hardly covers most situations.
You gave us a picture showing how the squad looked once it was in combat, with absolutely no explanation as to how it got to look so much like an acorn. You have a very nice diagram, but it doesn't explain the point you are trying to make, it explains that you haven't taken the time to illustrate it sufficiently. If I misunderstood, it is because you laid out a vague scenario in which guard would obviously be super-awesome. SUPER DUPER AWESOME. They have weaknesses, I am trying to figure out exactly how you are dealing with them.
How do you hide a 30-man squad from assault and flamer templates? What is your trick? If you read through what I have written previously, I countered as many points as I could, and put together a pretty good argument against your premise. I was responded to with, "You're wrong", by you specifically Terminus. That is fine, I am not particularly concerned. You were not the one to adequately make me re-think my concept. If your guard can stay out of combat because you read the rules in a certain way, and fail to address the basic points I brought up, that is fine. Your formations determine how the assault will take place, I do not feel that Yriel is insignificant at all, and I would certainly be at least mildly concerned about ending up in combat with him.
A squad of 19 Ork Sluggas, and a PK/BP nob in a BW. Not the best option I am sure, but one that can pick the blob out as a pretty ripe target. More expensive, let's be entirely clear.
Assume they get the charge, because they probably will. For the sake of my argument, I will assume they charge @ full squad strength as well, not unlikely either.
- All hit at the same time, all models are in combat, a very safe assumption. Crazy formations aside, guard hit at the same time making it a good thing to be in combat either way. Orks hit hard.
- Sluggas hit with 76 attacks, on a 3+, wounding on a 3+. 76a, 50h, 33w. - Guard hit with 27 attacks on a 4+, wounding on a 5+. 27a, 13.5h, 4.5w. - Commissar/Sarge hit with 12 attacks, wounding on a... hmm, made another mistake, my bad. All hit on a 4+, so my numbers were slightly off in the last one as well... so I was significantly wrong on that specific point, and I apologize, add 2-5% to .91 and you have the right answer.
Never mind, it was a typo. I calculated on a 4+ to hit anyway.
- Commissar/Sarge hit with 12 attacks on a 4+, wounding on a 5+. 12a, 6h, 2w.
- Orks take 4.5 saves @ 6+ after losing 2 models. More than 2/3 of an Ork plus 2 Orks die. 2.7 Orks are dead.
- Guard blob takes wounds on everything, plus 10% over the whole squad, spread over the guard of course. Guard take 30 saves @ 5+. 20 Guard die.
- Sarge take 3 wounds @ 5+, 2 die.
- PK Nob hits with 4 attacks on a 4+, wounding on a 2+, instakilling. 4a, 2h, 1.7w. Nearly 22 guard in total die. Not amazing, but the edge appears to be taken off of the blob, and the Orks now have a pretty nice blob to sit in. Seems pretty comfortable in their guts, as long as you target them with the right units. Commonly seen units at that.
I think it's safe to say that, from a close combat perspective, guard blobs are really only vulnerable to other blobs (Orks, Hormoguants, Huge Kroot/hound units) and the rediculously death star units out there (10+ man Death Company, Seer Councils and such).
As a long time Tau players, I hate having to extract guard blobs off objectives, I usually take a dedicated anti-infantry Shas'el in my list specifically to counter 20-30 man blobs. I also take large Kroot units of 10 Kroot + 10 hounds.
One thing an Al'rahem squad should be wary of is it's rear when it comes in via outflanking. I've countered that blob twice now with an outflanking Kroot squad coming in behind Al'rahem and charging - 60 attacks on the charge creates 26 dead guardsmen.
Sgt_Scruffy wrote:One thing an Al'rahem squad should be wary of is it's rear when it comes in via outflanking. I've countered that blob twice now with an outflanking Kroot squad coming in behind Al'rahem and charging - 60 attacks on the charge creates 26 dead guardsmen.
- Hounds hit with 30 attacks on a 4+, wounding on a 3+. 30a, 15h, 10w.
- Guard take 10 wound on a 5+, 6.7 die. Nearly 7 guard down, we will assume this is the case.
- Kroot hit with 20 attacks on a 4+, wounding on a 3+. 20a, 10h, 6.6w.
- Guard hit with 22 attacks on a 4+, wounding on a 4+. 22a, 11h, 5.5w.
- Sarge/Commissar hit with 12 attacks on a 4+, wounding on a 4+. 12a, 6h, 3w.
- Guard take 6.6w on a 5+, 4.4 die. Nearly 11.5 guard down, we'll call it 11 to balance out the average from previous wounds.
- Kroot take 8.5 wounds all told.
That looks pretty bad IMO. I am not even sure the Kroot can tarpit them. Keep in mind that the Kroot squad, even with the hounds, is very cheap.
It may be that you were using a much larger squad, but 10 kroot and 10 hound don't get 60 attacks on the charge, and they certainly don't average 26 wounds. It would be awesome if they did, don't get me wrong.
A little off there. Both kroot and hounds get three attacks on charge because kroot rifles are two close combat weapons. Weapon skill 4 hits WS3 on a 3+. Twenty guys of any sort will be throwing out 60 attacks, two thirds hit, two thirds wound, two thirds fail save (just like when Marine hit you, though obviously they don't take a beating like marines). 60 times 8/27 = 17 and some more. How many losses they take back depends on how many hounds are there. If no hounds the guard throw back something like 32 attacks divide by 4 equals 8. Kroot wipe the Guard out two assault phases later.
Assuming a just a command squad and two infantry squads with one commissar. A larger platoon would obviously kill more kroot.
My bad, I didn't check the weapons rules. Made a mistake on the WS, fixed now. Need sleep.
- Hounds hit with 30 attacks on a 3+, wounding on a 3+. 30a, 20h, 13.2w.
- Guard take 13.2 wound on a 5+, 8.7 die. Nearly 9 guard down, we will assume this is the case.
- Kroot hit with 30 attacks on a 3+, wounding on a 3+. 30a, 20h, 13.2w.
- Guard hit with 18 attacks on a 4+, wounding on a 4+. 18a, 9h, 4.5w.
- Sarge/Commissar hit with 12 attacks on a 4+, wounding on a 4+. 12a, 6h, 3w.
- Guard take 13.2w on a 5+, 8.7 die. Nearly 18 guard down.
- Kroot take 8 wounds all told.
Let's get 26 wounds though, I bet it will be cheaper than the blob. 12 hounds, 20 kroot. That is a really solid chunk of firepower to boot, but we don't need to factor it.
- Hounds hit with 36 attacks on a 3+, wounding on a 3+. 36a, 24h, 18w.
- Guard take 18 wounds on a 5+, 12 die.
- Kroot hit with 60 attacks on a 3+, wounding on a 3+. 60a, 40h, 26w.
- Guard hit with 15 attacks on a 4+, wounding on a 4+. 15a, 7.5h, 3.75w.
- Sarge/Commissar hit with 12 attacks on a 4+, wounding on a 4+. 12a, 6h, 3w.
- Guard take 26w on a 5+, 17 die. All told, around 29 guard die.
- Kroot take 6.75 wounds all told, nearly 7 Kroot die.
That isn't bad, but you're definitely going to have to take a few shots to make 26 wounds possible. That means you need to take two turns to make 26 wounds happen. Don't get me wrong, the price is right, Kroot are pretty cost effective. Since they can outflank, and assault if targets are pushed towards the edge of the board, I think 21 wounds for the cost of 20 Kroot and 12 Hounds is a pretty good option. Nix that, those guard are toast against a large Kroot squad. A smaller squad doesn't seem to have enough punch, but they are cheap enough to toss into combat either way. The commissar is going to be standing on his lonesome facing down the large Kroot squad, as he probably has a moderate chance of survival as the last man standing. Awesome, no better way for a commissar to die.
- 40 shots @ BS3, wounds on a 3+. 40a, 20h, 13.2w.
- Guards save on a 5+, 8.7 die. On 4+ from cover, 6.6 die.
Definitely assault them if you can, shooting is worthless in comparison.
the point is that Kroot and Orks and Hormoguants can do the same thing that your blob squad does in assault which is they don't care how many die because they'll just soak it up. 10 Kroot and 10 hounds on the charge will (assuming average rolls) destroy a 30 man blob squad. It takes about 3 assault phases, but they basically almost double their points back. lActually, Tau are one of the lists I would say that blob guard have a problem with...
Wrexasaur wrote:You are assuming that the squad will be in that pattern then, which is fine, but it hardly covers most situations. You gave us a picture showing how the squad looked once it was in combat, with absolutely no explanation as to how it got to look so much like an acorn.
You have a very nice diagram, but it doesn't explain the point you are trying to make, it explains that you haven't taken the time to illustrate it sufficiently. If I misunderstood, it is because you laid out a vague scenario in which guard would obviously be super-awesome. SUPER DUPER AWESOME. They have weaknesses, I am trying to figure out exactly how you are dealing with them.
It's not a stretch to assume that a bubblewrap squad would be in a loose formation where it covers as much ground as possible, while not spreading so far that they can't focus their fire or properly screen whatever it is they're babysitting.
Look again at that diagram. Now move every guardsman 6" away from Yriel in various directions (except the one he charged, of course, and see how much area they can cover. The point I was making was not that guard squads are super awesome (although granted they are pretty damn awesome), but rather that Yriel would get his ass handed to him if he tried to charge one by his lonesome (and assuming a T3 elf can safely cross the board by his lonesome is far more a stretch than "this guard squad is spread out a bit").
Of course they have weaknesses. They are guardsmen, and they die very easily. Where others turn to armor to keep safe, they rely on numbers to soak casualties. So if you introduce a sufficient volume of attacks to cancel out that numeric advantage, they suddenly start dying in droves all over again. So this means: A. templates, and B. other mobbed squads.
How do you hide a 30-man squad from assault and flamer templates? What is your trick?
You don't need to hide from assaults. As for flamer templates, there isn't much you can do about them; if they get in range, they are killing droves of guardsmen. Your only recourse is to either kill the flamers before they get there, or take it on the chin and kill them with the survivors.
If you read through what I have written previously, I countered as many points as I could, and put together a pretty good argument against your premise. I was responded to with, "You're wrong", by you specifically Terminus. If your guard can stay out of combat because you read the rules in a certain way, and fail to address the basic points I brought up, that is fine.
I'm not keeping my guard out of combat, I'm using the 2" assist rule to its fullest so I can get as many models in combat as possible against a small opponent. So your points are deficient, your argument is non-existent, and you are indeed wrong. You whined about how "lame" the rules are and then drew up a bit of mathhammer (that was both irrelevant AND incorrect).
And yes, mobs of Boyz are more than a match for Guardsmen.
Terminus wrote:It's not a stretch to assume that a bubblewrap squad would be in a loose formation where it covers as much ground as possible, while not spreading so far that they can't focus their fire or properly screen whatever it is they're babysitting.
So show me, I can't figure out how you got that result, it doesn't make sense. Take screen shots of that happening, or use real models and photos so I can get what point you are making. Either the squad has a few models within blast range, or it has a lot within blast range. Those two scenarios are determined by where I assault the squad with Yriel.
You need to explain point A. to point B. here.
Look again at that diagram.
Put together a better diagram explaining your point, instead of assuming you are right. I am saying that you are talking about a VERY specific formation to get those results. Frankly, I am not even sure it is possible to have a combat look like that. You can choose to make it look like that, but I certainly can't see why it would. You are saying is it because it is. Great.
I agree with the suggestion made by someone earlier in the thread, that the combat would look much like a cone in many situations. That acorn layout just doesn't seem possible.
In case anyone was confused by my diagram, I EXPLICITLY stated that it was in response to the premise that only 22 models can ever get caught under the blast, maximum. That was wrong, and I put together a diagram explaining why.
Terminus wrote:The absolute maximum amount his large template (which is centered on him) could possibly hit is 22 models, if he is completely enveloped from all sides.
Not quite...
If you don't feel like counting it is 30 models aside Yriel in the center. 30 MODELS, NOT 22.
This diagram explains that 30 models maximum can be caught under the template, and that was what it was in direct response to. This conversation has made a rather large turn into YMDC territory, in a way that I feel has now taken the thread reasonably OT. I apologize for being at least partly the cause of that.
Now move every guardsman 6" away from Yriel in various directions (except the one he charged, of course, and see how much area they can cover. The point I was making was not that guard squads are super awesome (although granted they are pretty damn awesome), but rather that Yriel would get his ass handed to him if he tried to charge one by his lonesome (and assuming a T3 elf can safely cross the board by his lonesome is far more a stretch than "this guard squad is spread out a bit").
I have no idea why that would be a problem either. Heck, I could probably tank shock that blob before dropping Yriel off into combat, and I don't even need a WS just for him.
I disagree that Yriel would get owned, and I think it would be a pretty interesting match, as long as we both agree on what specific rules are intended for.
Of course they have weaknesses. They are guardsmen, and they die very easily. Where others turn to armor to keep safe, they rely on numbers to soak casualties. So if you introduce a sufficient volume of attacks to cancel out that numeric advantage, they suddenly start dying in droves all over again. So this means: A. templates, and B. other mobbed squads.
That is all I was pointing out, and I still think Yriel is worth more testing.
I'm not keeping my guard out of combat, I'm using the 2" assist rule to its fullest so I can get as many models in combat as possible against a small opponent. So your points are deficient, your argument is non-existent, and you are indeed wrong.
You are using the 2" assist rule while ignoring that you have to move as many of them as possible into B2B. There are few scenarios that play out as you suggest, and I think it is quite possible that you are simply cheating. Now, I am trying to explain to you that I feel you're wrong, because the rules seem to support what I am trying to say.
2 inches from a model in combat, I am sure that you could get a great deal of them into combat, but not without opening yourself up to a large blast. I may have overestimated Yriels ability to deliver that blast and wipe the squad in one turn, no problem, I have already conceded that point. What it sounds like though, is that you are using rules to your advantage, that aren't meant to be used to your advantage, they are meant to put you at a disadvantage. By what sounds like blocking several of your own models from getting into B2B contact, it appears like no more than cheating. I didn't realize that no holding back, meant that you could actually hold back a little bit. You are forced into putting as many models as close as possible, so the rest of the squad can also get into combat. This to me, does no less that give you every advantage where you shouldn't have any. Assaults are not meant to be friendly to those that are assaulted, if I got anything from the assault section, that was certainly it.
You whined about how "lame" the rules are and then drew up a bit of mathhammer (that was both irrelevant AND incorrect).
My mathhammer was messy yesterday, I should not have been working with numbers with so little sleep, I apologise. I actually noticed another mistake I made, and in the future I will take any steps I can to avoid those mistakes. Apologies.
I explained that the rule had open ends, and many rules in WH40k ARE badly written, there are no two ways about that. I still think that the bit you were talking about, which does not cover the majority of what I was talking about, is a very flimsy point to rest your argument on. You haven't even clarified that, besides saying "read da rules" a few times. I suggest that we take this discussion to YMDC where it belongs.
I would tend to think they'd cancel each other out. yriel will kill most of the guardsmen with his blast, but the few that survive will be commisars and officers no? then they'd cut him down with their power weapons? does yriel have an invuln save? dont have the codex
AF
AbaddonFidelis wrote:vs 3 guys with power weapons that's cutting it awfully close.
It is going to be 3 sarge and a commissar if am not mistaken, in a blob of 27 guardsmen. That seems to be the general consensus on putting your blobs together, aside preference for slightly smaller or larger squads (plus or minus one infantry squad).
Yriel can gain fortune for a rr on any save.
How well he does depends a lot on how much of the blob can get hit by his blast, and how much can assault while avoiding the blast entirely. Let's say 15 get hit by the blast, and all can assault for some reason, I won't even think about how that would be possible for now. Yriel + fortune costs roughly 80-85% of the IG blobs cost, assuming all the squad has taken is 4 PW.
- Yriel attacks first with the blast, hitting 15 models, wounding and killing around 12.5 guard. 12 or less half of the time, 13-15 the other half.
- Yriel takes 3w against a 4++ rr. 3w, .75w.
- Yriel takes 3.75w against a 3+ rr. 3.75w, .4w
There is a very good chance in this situation for Yriel to take at least one wound, with a noticable chance to take a second. Basically a 115% chance to get wounded once.
The next Turn might look a lot like this.
- Yriel hits first with 4 attacks. 4a, 2.65h, 2.2w. Two dead guardsmen, with the chance to kill a third.
- Yriel takes 3w against a 4++ rr. 3w, .75w.
- Yriel takes 3.25w against a 3+ rr. 3.25w, .35w
There is a very good chance in this situation for Yriel to take at least one wound, with a noticeable chance to take a second. Basically a 110% chance to get wounded once.
He is nearly dead in this combat, if we do in fact assume that the squad only gets 15 models hit, but all models can assault. Not to say that killing upwards of 2/3 of the squad, while locking it down for 2-3 turns is bad. That is pretty substantial even by itself.
...
Since I can find many situations where that is unlikely to happen, I will add in what I feel is the more likely situation. I might have done this before, but doubling up isn't a terrible idea, as my math was kind of wonky the other day. Yriel hits 25 in the blast. The whole blob can assault.
- Yriel attacks first with the blast, hitting 25 models, wounding and killing around 20.75 guard. 21-25 more than half the time, 20 or less the other half.
- Yriel takes 3w against a 4++ rr. 3w, .75w.
- Yriel takes 1.5w against a 3+ rr. 1.5w, .16w
There is a good chance in this situation for Yriel to take at least one wound. Basically a 90% chance to get wounded once. Yriel has killed in the area of 2/3 of the squad in the first round of combat. The squad locks itself into combat for the next turn.
- Yriel hits first with 4 attacks. 4a, 2.65h, 2.2w. Two dead guardsmen, with the chance to kill a third.
- Yriel takes 3w against a 4++ rr. 3w, .75w.
- Yriel takes 1w against a 3+ rr. 1w, .10w
Yriels' been wound once, with a pretty good chance for a second wound. Basically a 175% chance to get wounded once, alternatively, 100% to wound once, 75% for the second wound. At this point, it does seem like much the tie, yet Yriel has filled his role of locking the blob down and the squad is easily cleaned up by something else at this point. Having some dire avengers around to back Yriel up in an emergency is also a good idea. They can take a turn from doing something else if Yriel drops to the blob in the 2nd-3rd round of combat. This is why I love the Defend/SS combo on DA, you can reduce the number of PW attacks on the squad, AND get an invuln. As long as the DA can wipe the rest of the squad, it is likely to be very near to the end of the game at this point.
I think that Yriel can generally manage to neutralize the blob during important parts of the game, and the DA are just a way to finish the squad off if it manages to remain a threat after Yriel is gone, which he may not be, dying only because of Doomed, which is not a massive threat overall. It does happen more than I would like though, and it the second easiest way to lose Yriel besides insta-death from PF/PK and such.
Wrexasaur wrote:Put together a better diagram explaining your point, instead of assuming you are right. I am saying that you are talking about a VERY specific formation to get those results. Frankly, I am not even sure it is possible to have a combat look like that. You can choose to make it look like that, but I certainly can't see why it would. You are saying is it because it is. Great.
I was at first going to just laugh this off as a sad attempt at a troll...
But then I read this...
Wrexasaur wrote:Basically a 115% chance
Basically a 110% chance
Now I'm obligated to help you, because my girlfriend works with the slowed, and she'd be mad if I just laughed at you. So here we go, with big pretty pictures:
Let's first review page 35 and 40 of the rulebook. The first picture relays the rules for moving in assault. The second tells us who can fight. Especially take note of the little illustration on the right that shows gretchin (dark grey ones) engaged with the marines while being nowhere near them. Now onwards to thrilling adventures in the 40K universe! *cue 60s Batman music*
The first is of an infantry platoon in a general formation for a blob. I just plopped models down with no consideration except to stay in coherency while not clumping up too much for templates. Yriel charges in! *bang, zap, wowzers*
Next we see the movement of every guardsman that can reach his base (image 4). Then I've activated 2" rings around the guardsmen to mark the area that is eligible for combat per page 40. Then because Vassal doesn't have an 8" ring, I put a bunch of 6" rulers to see which guardsmen can get in on that hot elf action. Looks like in my haste to get this over with, I've left two guys out of the fun (image 5). The sixth and final image shows the end result: I didn't have to worry about fitting the last two guys, so the end result is kind of messy, but at least it was faster and now Yriel's blast is hitting only 10.
For another example of this maneuver, see here:
Now someone please teach this man probability before he hurts himself.
Automatically Appended Next Post:
Wrexasaur wrote:Fair enough, I don't disagree, but since you do remove models that are out of base to base combat, any PWs left outside of base contact are very likely to take a wound, and die as a result.
And another thing, this is utter nonsense. You remove casualties in assault just like you do in shooting, you pull them from wherever the hell you want among the models you allocated to. So your opponent could easily allocate wounds to any of the regulars with no risk to the PWs at all, until you've literally killed practically all of the grunts.
So yes, my previous advice to "just read the rules" is still quite valid.
Wrex
yeah if he's fortuned he'll probably live through it.
Terminatus
If you take the 15 or so guys in the back and put them up in the front I feel this gives a more accurate representation of what yriel is likely to charge. this is because guard players will naturally want to have their models within rapid fire range of the enemy where their lasguns can have the most benefit. that's going to result in 5-10 more guys getting caught in the blast.
you said: You remove casualties in assault just like you do in shooting, you pull them from wherever the hell you want among the models you allocated to. So your opponent could easily allocate wounds to any of the regulars with no risk to the PWs at all, until you've literally killed practically all of the grunts.
yeah you're obviously right about that. the guys with the power weapons will be the last to die.
Wrexasaur wrote:Put together a better diagram explaining your point, instead of assuming you are right. I am saying that you are talking about a VERY specific formation to get those results. Frankly, I am not even sure it is possible to have a combat look like that. You can choose to make it look like that, but I certainly can't see why it would. You are saying is it because it is. Great.
I was at first going to just laugh this off as a sad attempt at a troll...
I'm not sure why you are trying so hard to insult me.
But then I read this...
Wrexasaur wrote:Basically a 115% chance
Basically a 110% chance
Now I'm obligated to help you, because my girlfriend works with the slowed, and she'd be mad if I just laughed at you. So here we go, with big pretty pictures:
Again, what is the purpose of these statements? You could have easily left them out, sticking to the actual conversation instead of attempting to reinforce your arguments with direct insults against me.
Let's first review page 35 and 40 of the rulebook. The first picture relays the rules for moving in assault. The second tells us who can fight. Especially take note of the little illustration on the right that shows gretchin (dark grey ones) engaged with the marines while being nowhere near them. Now onwards to thrilling adventures in the 40K universe! *cue 60s Batman music*
The first is of an infantry platoon in a general formation for a blob. I just plopped models down with no consideration except to stay in coherency while not clumping up too much for templates. Yriel charges in! *bang, zap, wowzers*
Note that I enjoy sarcasm, so I hardly hold this bit against you.
Next we see the movement of every guardsman that can reach his base (image 4). Then I've activated 2" rings around the guardsmen to mark the area that is eligible for combat per page 40. Then because Vassal doesn't have an 8" ring, I put a bunch of 6" rulers to see which guardsmen can get in on that hot elf action. Looks like in my haste to get this over with, I've left two guys out of the fun (image 5). The sixth and final image shows the end result: I didn't have to worry about fitting the last two guys, so the end result is kind of messy, but at least it was faster and now Yriel's blast is hitting only 10.
I appreciate your input on this point, even if I still disagree that the situation you set up represents the majority of what would be expected on the table. Anyway, it certainly seems like I have disrupted whatever plan that blob had in the first place, just by having Yriel on the field. Interesting.
Now someone please teach this man probability before he hurts himself.
You clearly enjoy demeaning people, and 1/4 can easily be illustrated as 25%. That same concept applies to all odds/probabilities.
Wrexasaur wrote:Fair enough, I don't disagree, but since you do remove models that are out of base to base combat, any PWs left outside of base contact are very likely to take a wound, and die as a result.
And another thing, this is utter nonsense. You remove casualties in assault just like you do in shooting, you pull them from wherever the hell you want among the models you allocated to. So your opponent could easily allocate wounds to any of the regulars with no risk to the PWs at all, until you've literally killed practically all of the grunts.
More insults. It is not utter nonsense, you just assume that at no point is it possible to force more wounds than the squad can handle. You ignore that possibility.
'Very likely' was probably a poor choice of words. I would rephrase that to say 'Not unlikely'.
So yes, my previous advice to "just read the rules" is still quite valid.
My question was answered clearly in the YMDC thread I set up for this, which you avoided to attack me personally in this thread.
Wrexasaur wrote:Again, what is the purpose of these statements? You could have easily left them out, sticking to the actual conversation instead of attempting to reinforce your arguments with direct insults against me.
Fair enough, I apologize, it's just that it's annoying to repeat myself several times and then create a bunch of diagrams for you to understand a very simple concept.
My question was answered clearly in the YMDC thread I set up for this, and which you avoided to attackcorrect me personally in this thread.
I didn't see the other thread, and I corrected you in this one because you were wrong in this one. But again, my apologies for "attacking" you, and I hope they were successful in teaching you the assault rules.
You clearly enjoy demeaning people, and 1/4 can easily be illustrated as 25%. That same concept applies to all odds/probabilities.
Statistical average does not equate probability of multiple dice rolls, and yes 0.25 average wounds does not equate a 25% chance to cause a wound. Often when using just a few rolls, it's close enough to be adequate as an estimate, but you're saying 5/4 means 125%. How can you succeed all the timeand then some? Think about it.
It is not utter nonsense, you just assume that at no point is it possible to force more wounds than the squad can handle. You ignore that possibility.
That's because it IS nonsense.Let's say Yriel tags 15 guys with his blast and annihilates the whole lot. That leaves 16 models. Yriel has 4 attacks. Even if he wounds and kills with every single attack it will take him three full turns of hacking through grunts before he's rolling against the power weapons. That's if he doesn't die from the 84 attacks from the guardsmen he'll have received at that point (which averages about to about 4 wounds over three turns). And hey, I'd love to have a Farseer just hanging out six inches away from a rolling melee casting fortune on Yriel. One guard platoon tie up Yriel and a Farseer for 3+ turns? Score!
The idea that throwing HQs away to deal with a single guard mob is somehow a good plan is ludicrous to begin with. How about some Guided Warwalkers with scatter lasers, or some Fire Prisms, or even those Nightspinners that just came out? Then you not only kill a bunch of dudes, you also hinder the rest with a big splotch of dangerous terrain. If you just want to tie them up, a 100 Wraithlord with a pair of flamers would probably kill just as many without ever being at risk.
Wrexasaur wrote:Again, what is the purpose of these statements? You could have easily left them out, sticking to the actual conversation instead of attempting to reinforce your arguments with direct insults against me.
Fair enough, I apologize, it's just that it's annoying to repeat myself several times and then create a bunch of diagrams for you to understand a very simple concept.
I still don't consider it simple, and I have certainly never faced an opponent that was so intent on blocking his own models from getting into combat. What you are suggesting is that you can, and you are right, the rules do appear to support it. This was a rather specific situation, that I am not even sure all of it applies to any other assault, seeing as you won't encounter any other combat blasts, to the best of my knowledge. Overall, you were correct though, even if I still consider the potential for what you suggest to be questionable on some levels.
This has definitely been a learning experience, even if I got the substance of my answer from the YMDC thread.
My question was answered clearly in the YMDC thread I set up for this, and which you avoided to attackcorrect me personally in this thread.
I didn't see the other thread, and I corrected you in this one because you were wrong in this one. But again, my apologies for "attacking" you, and I hope they were successful in teaching you the assault rules.
My experience is not vast, and I have never suggested it to be so substantial that I know the rules up, down, and sideways. The problem is that I have never experienced someone working combat like you are laying out. It certainly allows you to block yourself from entering combat with a significant portion of your models. It is really a matter of one rule, overriding another, and IMO the spirit of assaults in general. I am certainly free to maintain that position.
You clearly enjoy demeaning people, and 1/4 can easily be illustrated as 25%. That same concept applies to all odds/probabilities.
Statistical average does not equate probability of multiple dice rolls, and yes 0.25 average wounds does not equate a 25% chance to cause a wound. Often when using just a few rolls, it's close enough to be adequate as an estimate, but you're saying 5/4 means 125%.
I'm not actually saying 125%, I am saying 99.999...% plus 25.000...1%. If I say 125%, it means that over the course of 4 turns, you're quite likely to inflict 5 wounds.
While 4/3rds of a cake may not exist, the potential for it will always exist. If you are talking about eating 4/3rds of one cake, you are actually talking about eating a whole cake plus a third of another cake. It could be considered confusing, but it has more to do with the context, than the actual use of the percentage notation.
How can you succeed all the timeand then some? Think about it.
25% equals one wound over 4 turns. Thought about it.
It is not utter nonsense, you just assume that at no point is it possible to force more wounds than the squad can handle. You ignore that possibility.
That's because it IS nonsense.Let's say Yriel tags 15 guys with his blast and annihilates the whole lot. That leaves 16 models. Yriel has 4 attacks. Even if he wounds and kills with every single attack it will take him three full turns of hacking through grunts before he's rolling against the power weapons. That's if he doesn't die from the 84 attacks from the guardsmen he'll have received at that point (which averages about to about 4 wounds over three turns).
Saying that he will always hit 15 models, or 11 models, or 22 models doesn't stop him from having the potential to hit and wound more than 27. You have to make decisions in order for it to be impossible, so it isn't nonsense to simply suggest the possibility.
And hey, I'd love to have a Farseer just hanging out six inches away from a rolling melee casting fortune on Yriel. One guard platoon tie up Yriel and a Farseer for 3+ turns? Score!
This could be a problem, no doubt. It depends on my options though, the simple fact that I CAN use Yriel + fortune, and from my perspective in an effective way, certainly leaves the option on the table. Heck, the very mention of him made you incredibly defensive. That in and of itself is something to take note of.
The idea that throwing HQs away to deal with a single guard mob is somehow a good plan is ludicrous to begin with. How about some Guided Warwalkers with scatter lasers, or some Fire Prisms, or even those Nightspinners that just came out? Then you not only kill a bunch of dudes, you also hinder the rest with a big splotch of dangerous terrain. If you just want to tie them up, a 100 Wraithlord with a pair of flamers would probably kill just as many without ever being at risk.
If I bring Yriel, and he has several targets to choose from, I might just attack that blob because doing so has many indirect benefits. You may think that the Farseer is doing nothing but assisting Yriel, but that is not always going to be true. The farseer can multi-task, and if I feel like bringing Eldrad, he can juggle different roles all day long.
Strengths and weakness is what I try to focus on. On the table, it is quite possible for me to drop 5-10 wounds into the squad through various means, then to use Yriel when they are vulnerable, in order to completely neutralize them.
Aura of Decay? You can only use it in your own shooting phase but you can still do it when locked in combat. It's also only S2 Ap-, but the range is 6".
Wrexasaur wrote:My experience is not vast, and I have never suggested it to be so substantial that I know the rules up, down, and sideways. The problem is that I have never experienced someone working combat like you are laying out. It certainly allows you to block yourself from entering combat with a significant portion of your models. It is really a matter of one rule, overriding another, and IMO the spirit of assaults in general. I am certainly free to maintain that position.
Wow, just wow. You're still not getting it. I'm not blocking myself from getting into combat at all, all of my models are getting into melee (except in the latest example two didn't reach it because it was thrown together sloppily and most of the guys were at max coherency and very spread out). What I'm doing is using the assault rules to mitigate how many models you can hit with that template. Try any formation you've seen on the table, and if anything it will be easier to mitigate the wounds. My whole objection stemmed from your ridiculous example where Yriel somehow magically teleported right into the center of the squad, and opponent obliges you by packing in all the models as tight as possible (and apparently also playing with just the bases so there are no arms or weapons to interfere with flawless btb positioning.
I'm not actually saying 125%, I am saying 99.999...% plus 25.000...1%. If I say 125%, it means that over the course of 4 turns, you're quite likely to inflict 5 wounds.
25% equals one wound over 4 turns. Thought about it.
You're talking gibberish again.
Heck, the very mention of him made you incredibly defensive. That in and of itself is something to take note of.
You are mistaking incredulity for defensiveness. Your idea was stupid, shockingly so, and all I did was say as much. Anyway, have fun with your 4/3rds of a cake, I'm going to bow out now before I'm obliged to insult your intelligence again.
Actually we'd prefer it if you didn't insult people's intelliegnce at all, let alone further.
I appreciate it can be very frustrating when debating an issue such as this, but cracks to do with people being slowed and the like are over the line. Please refrain making comments like that in future.
Thanks, mod. Next time someone wants to drag a thread into the magma at the centre of the earth, I hope they do the right thing make a new one early on. I keep thinking there will be some more analysis of IG Blob Squads, what with 6 pages to the thread.
One thing I've noticed about my commieblob is that it's not really the best bubblewrap. As soon as it gets in combat, it often blocks a good chunk of my army from firing through it. Also, I want my bubblewrap to break so that I can shoot at what was assaulting it. Furthermore, when the blob 'piles in' during combat, it pulls men away from where I wanted bubblewrap. 10 man squads work better for this. Just an observation from a guy who loves bubblewrap, but who also wants the tarpit option on the table. I've yet to try the full-on power-blob, it seems like a major investment that could be tarpitted itself. By Yriel - just joking, DON'T GO THERE!
Wrexasaur wrote:
Yriel just took less than half a wound, while delivering three. He won't do much damage with regular attacks, but the next turn spells complete doom for the rest of the squad. Their only hope is Yriel rolling a crap-ton of ones. Sure, they can lock him down for 2-3 turns, but I prefer to think of it as Yriel having a great time stuck inside the squad, wading around in the guts of the guardsmen he has torn into pieces.
congrats you can kill 15 points of guardsmen with your "super" unit?
It's sometimes tough to do because guard have crazy shooting...but a venerable dreadnought assaulting a blob squad is a pretty effective way of holding up the super expensive squad indefinitely. If he does have a way to pop it, it's probably with a meltabomb. Use venerable to try to get vehicle explodes result.
The tricky part is getting a dread into hth with a blob squad...fortunately a smoked ven dread is tough as nails.
Also, when it's 50 guardsman, it's hard to get at the comissar. However, if you knock down the squad to about 30 models, an assault squad shooting and charging in will have enough attacks to allocate on the comissar in the 2nd turn of combat...that is the guard player's turn.
You don't want to overshoot before charging.
Also, sgt. telion can single out models. So can some psychic powers (Ezekiel's, chaos has one, space wolves, etc.) Kill the comissar, and the blob squad isn't stubborn.
Considering the expense of a blob squad, that's game over.
The"Power Blobs" I faced tended to have the Priest w/Eviscerator buried in there as well... Not a guarantee of course, but it should take down a DN, or at least be a threat to it... Me, I use Commissars with Power fists :-)
scuddman wrote:Also, sgt. telion can single out models. So can some psychic powers (Ezekiel's, chaos has one, space wolves, etc.) Kill the comissar, and the blob squad isn't stubborn.
Considering the expense of a blob squad, that's game over.
Eldar can use mind war as well.
I really don't think you will lose a game if you lose the squad, unless you have made the squad into a points sink. Nearly every single transport based Eldar unit is more than 200 points all told. Losing one tank+squad does not equal losing a game automatically. It may hurt your plans quite a bit, but at the very least you can definitely still pull off a tie at least in many situations. Hopefully the blob won't lose the commissar, then do nothing at all. They can still serve as pretty solid bubblewrap, and they still aren't much more expensive than bubblewrap you would find in another army. You will usually have to kill at least 2 sarges after killing the commissar to drop the squad to a risky Ld 7.
It won't end the game if you kill the commissar, heck it may not even help at all in the first place. Ld 8 is hardly all that bad, but assaults will be rough... so your opponent will probably start shooting the blob instead.
The advantage of the commissar is not the high leadership (although it helps) it is the fact that he confers stubborn and a re-roll. Suddenly, assualting 20-30 guardsmen isn't so daunting if you think you can break them in the first round.
I understand that and was pointing out the fact that it doesn't always matter. If you take out the commissar at range somehow, or your opponent decides that whatever may assault them the next turn will wreck their plans, losing the commissar is not an insta-fix.
Perhaps you kill the commissar, or your opponent takes a wound on him from shooting (and you need two solid wounds if I am not mistaken guess not), it may end up that Ld 8 wasn't fragile enough to work in the first place. I think the main reason where this could be an issue is if you need to contest a flag, not hold it, and your unit (who will not win OR lose combat, and has a good chance to tie) is better off jumping into the blob on the last turn or something.
Losing the commissar does not guarantee that whatever you had intended will in fact be the case. It is certainly possible that it could backfire.
Stubborn Ld9 rr's are not always a good thing, but Ld 8 can present some of the same problems. Ld 7 much less.
It depends on whether your opponent wants it to flee. Does it benefit you (the opposing army) in certain ways for that squad to have a commissar? Sure, I would guess that there are more than a few situations where it could be beneficial. Same goes for any Ld save above a 7. It could be a good thing that the squad doesn't flee and if the IG player WANTS the commissar dead, it is a safe bet that you don't want it dead.
I would consider popping a commissar to be a bit of a last ditch effort to avoid providing cover/immunity from shooting. All I am saying is that popping the commissar is not an end all fix to running from assault. Ork boys assaulting is probably a good example of a unit that would rather you kept the commissar around, but one standard wound can also be saved 1/3 of the time. Commissar saves a wound taken from the Ork sluggas, then takes a wound from a PK nob, dying as a result. If the first part of combat (Ini 3) was a tie, not saying that is likely vs. Orks, the one wound that killed the commissar only lowers your Ld to 7. That SHOULD be enough but dropping Ld 7 to 6 is a much safer bet. The sarge's can keep that squad in combat with or without a commissar. If all of the sarge are dead, guardsmen make pretty crappy leaders. You need to lose all sarge's and the commissar at the same time to make an even combat favor your ability to have a reliable 'off' button on the squad.
If there are PWs around that last bit isn't really an issue, your opponent just needs a solid wound.
I'm saying it isn't always as simple as getting rid of the commissar.
You will regularly lose combat with Ld7 tests, Ld8 is better and you have multiple Ld8's in the blob. Kroot and gretchin are fantastic examples of collapsible bubble-wrap, where IG blobs are less so.
I am not saying that it won't work a good deal of the time. I'm not sure where I wasn't clear about that. You do however need to face a PW wound to reliably get rid of the commissar. Those aren't terribly hard to find, but I assume that the commissar isn't always going to be deciding what assaults the squad.
I'm saying it isn't always as simple as getting rid of the commissar. 'Always' assumes every situation will provide you the opportunity to make use of that tactic.
The loss of a commissar doesn't gurantee anything...but it removes the blob squad's advantage of being a tarpit. Once the commissar is dead, the squad is no longer stubborn, so cc is modified by wounds again.
Generally a blob squad wins CC by attrittion and hidden power weapon wounds. An assault squad charging in will now lose some models but are pretty much guranteed to sweeping advance.
Leadership 8 no rerolls is also fairly weak to tank shock.
pchappel wrote:The"Power Blobs" I faced tended to have the Priest w/Eviscerator buried in there as well... Not a guarantee of course, but it should take down a DN, or at least be a threat to it... Me, I use Commissars with Power fists :-)
The Commissars in the Infantry Squads (and therefore be buried in blobs) can't take Power Fists, only the ones in the PCS can (or Lord Commissars). There aren't really enough wounds in a PCS to protect a PF, and a Lord Commissar can be singled out by being an IC. I'm now trying the idea of an Eviscerator, plus I have one squad with Krak and Melta in case of enemy armor.
i've seen Melta bombs on Sgts mentioned a couple of times. is it worth it to buy the Blob Krak grenades as well?
it would help with Sentinels and Dreadnoughts. and would be a pretty good chance of earning some points back. rolling 6 + d6,
20-30 times, is bound to blow something up.
pchappel wrote:The"Power Blobs" I faced tended to have the Priest w/Eviscerator buried in there as well... Not a guarantee of course, but it should take down a DN, or at least be a threat to it... Me, I use Commissars with Power fists :-)
The Commissars in the Infantry Squads (and therefore be buried in blobs) can't take Power Fists, only the ones in the PCS can (or Lord Commissars). There aren't really enough wounds in a PCS to protect a PF, and a Lord Commissar can be singled out by being an IC. I'm now trying the idea of an Eviscerator, plus I have one squad with Krak and Melta in case of enemy armor.
I run the PCS with the LT, 4 special weapons and the Commisar w/ fist nearby to help out... Priests, while IC's seem like they help out alot, just haven't gotten anything like that dug up from the basement...
Automatically Appended Next Post:
alarmingrick wrote:i've seen Melta bombs on Sgts mentioned a couple of times. is it worth it to buy the Blob Krak grenades as well?
it would help with Sentinels and Dreadnoughts. and would be a pretty good chance of earning some points back. rolling 6 + d6,
20-30 times, is bound to blow something up.
As long as it isn't an Ironclad or Furioso DN... Oops, I need a 7 on the d6...
Any IG blob will likely have a CCS with a standard nearby, so they will get a re-roll regardless (even at Ld7 they will still have a 75% success rate). Killing the Commissar gets rid of Stubborn, which makes them easier to break in close combat. Period.
And running Commissars in command squads is hilariously silly.
Stubborn Ld9 rr's are not always a good thing, but Ld 8 can present some of the same problems. Ld 7 much less.
I got everything you said right up until this point. Do you WANT the Blob squad to flee?
Yes, sometimes you do want the blob to flee. Example, in a recent tourney my opponent attached Shrike to an assault squad and when they came in from the flank, they killed a huge number of the 30-man blob. I crunched the numbers (before I attacked back even) and decided that it was quite likely he would completely finish the remnats in the next round of hth, ir during MY turn, leaving his assault unit free to move and do it all over again. So I took a power weapon wound on the Commissar, failed my -15 Morale test and ran. Leaving his assault squad nicely packed (even after their consolidation) for the Executioner and the other blob squad to pick off the remnants. Heh, my opponent couldn't believe that I took the Commissar either, until he realized WHY I wanted them to run. And yes, Shrike and assault squad all died on my turn.
And re priests. They're ICs, so seldom get to use that big weapon in hth. They're main value lies in the reroll, and I'm not convinced it's worth it for a gunline blob. Assault blob, maybe.
Stubborn Ld9 rr's are not always a good thing, but Ld 8 can present some of the same problems. Ld 7 much less.
I got everything you said right up until this point. Do you WANT the Blob squad to flee?
Yes, sometimes you do want the blob to flee. Example, in a recent tourney my opponent attached Shrike to an assault squad and when they came in from the flank, they killed a huge number of the 30-man blob. I crunched the numbers (before I attacked back even) and decided that it was quite likely he would completely finish the remnats in the next round of hth, ir during MY turn, leaving his assault unit free to move and do it all over again. So I took a power weapon wound on the Commissar, failed my -15 Morale test and ran. Leaving his assault squad nicely packed (even after their consolidation) for the Executioner and the other blob squad to pick off the remnants. Heh, my opponent couldn't believe that I took the Commissar either, until he realized WHY I wanted them to run. And yes, Shrike and assault squad all died on my turn.
And re priests. They're ICs, so seldom get to use that big weapon in hth. They're main value lies in the reroll, and I'm not convinced it's worth it for a gunline blob. Assault blob, maybe.
Stubborn Ld9 rr's are not always a good thing, but Ld 8 can present some of the same problems. Ld 7 much less.
I got everything you said right up until this point. Do you WANT the Blob squad to flee?
Yes, sometimes you do want the blob to flee. Example, in a recent tourney my opponent attached Shrike to an assault squad and when they came in from the flank, they killed a huge number of the 30-man blob. I crunched the numbers (before I attacked back even) and decided that it was quite likely he would completely finish the remnats in the next round of hth, ir during MY turn, leaving his assault unit free to move and do it all over again. So I took a power weapon wound on the Commissar, failed my -15 Morale test and ran. Leaving his assault squad nicely packed (even after their consolidation) for the Executioner and the other blob squad to pick off the remnants. Heh, my opponent couldn't believe that I took the Commissar either, until he realized WHY I wanted them to run. And yes, Shrike and assault squad all died on my turn.
And re priests. They're ICs, so seldom get to use that big weapon in hth. They're main value lies in the reroll, and I'm not convinced it's worth it for a gunline blob. Assault blob, maybe.
Your lucky you didnt get swept.
I did get swept. Didn't matter, the squad was going to die regardless, it's just that I was able to control WHEN it died, giving me the opportunity to destroy his uber-assault unit before it could kill anything else. Even if I hadn't been swept, I was too close to the table edge to survive.