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Guard blobsquad army bad match ups @ 2012/04/15 19:04:04


Post by: commissar80


What are some bad match ups for blob guards? Is there anyway to prepare or counter these match ups besides not play blob guard army?


Guard blobsquad army bad match ups @ 2012/04/15 19:14:19


Post by: Mr. Voidness


I think Chaos Space Marines could lash blobs out of cover into some nice templates for obliterators and defiler(s). Dual lash princes is what I run, not many competitive alternatives for HQ's in C:CSM nowadays..

Preparation to counter lash would be killing princes, making them main priority targets. IG has lots of weapons who wound them on 2's from loong range..


Guard blobsquad army bad match ups @ 2012/04/15 19:15:19


Post by: Quintinus


Really fast armies always give me a problem when I'm playing power blobs. Which more or less comes down to Dark Eldar and Blood Angels with their weird-ass flying dreadnoughts and jump packs.

Though you still have Move Move Move for faster running, it's still easy to get corralled by fast skimmers. This of course is what Autocannons are for, but you can't stop everything unless you get really lucky.

Fast close combat units with lots of attacks also make it tough for power blobs. I've had units of 15 men wiped out in one round by Wyches which is never fun. Of course, on the other hand it's bad for dedicated close combat units to wipe out an entire squad in one turn, because then you can light them up the next time. Fortunately blobs aren't super expensive but it still hurts to lose an entire unit one turn.

That's about all i can think of in terms of weaknesses. Normally power blobs can just grind down squads into dust, but you can't do that if your entire squads can't even get into combat range!

Kind Regards,
Vladsimpaler


Guard blobsquad army bad match ups @ 2012/04/15 19:25:50


Post by: Ailaros


The worst things for blobs are things that put down enough attacks in a single charge to be able to force the commissar to take an armor save. Also, things that can pick the commissar out of a squad. Also, armies that can systematically stop you from getting into close combat/melta range.

With power blobs, the things I've found the hardest to deal with is DE skimmer spam, a few blood angels builds, and, interestingly enough, eldar. Wraithlords are literally invincible to blobs in close combat, and fortuned wraithguard practically are, while mind war does really bad things to blobs and scorpions can shred a whole blob in a single go. Also, of course, jetbike armies.



Guard blobsquad army bad match ups @ 2012/04/15 19:43:12


Post by: Testify


Blood Angels, with their fast vehicles and jump infantry, will almost definitely get the charge on you turn 2. In such an instance I'd recommend switching to vehicles.
Otherwise the only real problem is if your opponent knows you're playing blob and specifically builds an anti-blob army. Blob guard can handle most take-all-comers lists.


Guard blobsquad army bad match ups @ 2012/04/15 21:17:39


Post by: KplKeegan


The problem with power blobs is that they have a notorious habit of being assault cushions; in that one or more assault oriented squads can literally wipe away 1/2 or 3/4's your blob and you stay in combat long enough for him to wipe out your blob during your assault phase.

Most blood Angel Builds; Dark Eldar Wych Cult or Carnival of Flesh, or even Venom Spam. What can really tar pit your blobs are the Necron C'tan Shards; unaffected by strength three, all the darn things have to do is breathe on you for the entire game...


Guard blobsquad army bad match ups @ 2012/04/15 21:29:14


Post by: Jangustus


As above; Dark eldar are a pain, and blood angels can cause some problems.

Any horde army is also irritating, as it means the game will probably take a couple of years...


Guard blobsquad army bad match ups @ 2012/04/15 23:07:56


Post by: Ailaros


KplKeegan wrote:The problem with power blobs is that they have a notorious habit of being assault cushions; in that one or more assault oriented squads can literally wipe away 1/2 or 3/4's your blob and you stay in combat long enough for him to wipe out your blob during your assault phase.

Well, that's why you bring multiple blobs. Those khorne berzerkers do terrible damage to the blob, but it survives long enough to get bailed out by another blob. Berzerkers aren't so scary when they don't have the charge, and will get bogged down and attritioned to death just like anything else.

Plus, in REALLY bad cases, you always have the option to put a wound on the commissar on purpose, and break the squad to get shot at on your next turn.




Guard blobsquad army bad match ups @ 2012/04/16 01:07:29


Post by: Quintinus


Ailaros wrote:
KplKeegan wrote:The problem with power blobs is that they have a notorious habit of being assault cushions; in that one or more assault oriented squads can literally wipe away 1/2 or 3/4's your blob and you stay in combat long enough for him to wipe out your blob during your assault phase.

Berzerkers aren't so scary when they don't have the charge, and will get bogged down and attritioned to death just like anything else.


This is very important. Yes I know that in most cases it's not entirely possible (because of fleet/jump packs/whatever) but a Guard blob charging you is probably the worst thing that most armies can experience. Especially when you have Straken giving them Furious Charge.



Guard blobsquad army bad match ups @ 2012/04/16 02:42:37


Post by: Ailaros


Or if you shoot them with a battlecannon (or whatever) before they arrive.



Guard blobsquad army bad match ups @ 2012/04/16 08:54:47


Post by: ObliviousBlueCaboose


Ailaros wrote:Or if you shoot them with a battlecannon (or whatever) before they arrive.



I do find that battle cannons to the face solve a lot of problems.


Guard blobsquad army bad match ups @ 2012/04/16 12:19:09


Post by: -Nazdreg-


Every highly mobile force with good shock troops is superior to blob guard.

Blood angels, Battlewagon orks, Massorks if played well (although its rather drawish because they are not mobile...), Mass Grey hunters, Grey Knights, CSM with Lash and Oblits and Berzerkers.

I wouldnt count on Mech-DE too much. If the paperkites start dropping, there will be less quality inside. And shooting a whole blobguard out of 3+ cover with only venom weapons is dull work.
I also wouldnt count on Eldar. Wraithlords die to lascannons and missile launchers within one turn. Wraithguard is nearly impregnable but wont get past a single blob throughout the game, scorpions are good but lack staying power. (Having 3 units of scorpions of course is devastating for blob guard. But it is also tailoring against them). Dire Avengers stop being a danger when you are in cover.

Another interesting matchup would be tyranids. I think a good mixture between stealers and Tervigons will be a bad matchup too. As well as maybe Necrons using Spyders a ton of Scarabs and Wraiths and Destroyer Lords.


Guard blobsquad army bad match ups @ 2012/04/16 12:29:47


Post by: Rampage


As far as I can see no-one has mentioned this specifically yet, which surprises me.

Grey Knight Purifier Spam.


Guard blobsquad army bad match ups @ 2012/04/16 12:31:49


Post by: -Nazdreg-


Didnt I say Grey Knights?


Guard blobsquad army bad match ups @ 2012/04/16 12:35:14


Post by: Rampage


Didn't see it there , well, picking on Purifiers specifically. Most Grey Knights builds are bad for blob IG, purifiers are the worst.


Guard blobsquad army bad match ups @ 2012/04/16 12:51:08


Post by: TheLionOfTheForest


I was on the receiving end of necron cheese with initiative stolen on 4+, solar flares (I suffer night fighting) and av 13 ( front and side) skimmer spam now with power scything action. Admittidly I was totally unprepared for the level of my opponent. Theres always next time.


Guard blobsquad army bad match ups @ 2012/04/16 13:25:41


Post by: Testify


TheLionOfTheForest wrote:I was on the receiving end of necron cheese with initiative stolen on 4+, solar flares (I suffer night fighting) and av 13 ( front and side) skimmer spam now with power scything action. Admittidly I was totally unprepared for the level of my opponent. Theres always next time.

Why would a guard player want to go first anyway? Especially against an enemy that steals on a 4+, that's just asking to be spanked.


Guard blobsquad army bad match ups @ 2012/04/16 14:40:23


Post by: labmouse42


Ailaros wrote:Plus, in REALLY bad cases, you always have the option to put a wound on the commissar on purpose, and break the squad to get shot at on your next turn.
I did this in a game with a 30 man blob squad, and it worked out very well.

Bezerkers and Karn (sp) assaulted the squad and did ~20 wounds to them. I knew that he would wipe the rest on my turn, so I allocated a wound to the commissar. Without a commissar to ensure they stayed in the fight, the rest of the blob squad broke and ran, allowing me to show the bezerkers what 2 LRBTs and a demolisher can do to a squad. Even with a 3" consolidation, he could not spread out enough to prevent from losing his heavy hitter assault squad.


Automatically Appended Next Post:
-Nazdreg- wrote:Blood angels, Battlewagon orks, Mass Grey hunters, Grey Knights, CSM with Lash and Oblits and Berzerkers.
While some of these really I agree with, others I'm not so sure about.

BW orks are a problem for foot guard simply because of the sheer number of STR 4 attacks they can dish out. 20 sluggas can bring 80 attacks to the party when assaulting! Their hitting and wounding on 3s!

CSM with lash and oblits are nice, but are vulnerable to getting sniped by LC spam before getting into Lash range. I don't see many competitive players bringing bezerkers, but when they are dropped off via a LR, its a problem

Grey knights can really bring the numbers to do the job. Sure, force weapons are great when killing MEQ, but their not as much good vs guard. Purifiers aside, are they as big of a threat? Puriifer spam armies can be a big issue for blobs.

Mass grey hunter lists can be highly effective and hard to dislodge. 80 SWs are just hard for anyone to dislodge.



Guard blobsquad army bad match ups @ 2012/04/16 15:38:06


Post by: TheLionOfTheForest


Testify wrote:
TheLionOfTheForest wrote:I was on the receiving end of necron cheese with initiative stolen on 4+, solar flares (I suffer night fighting) and av 13 ( front and side) skimmer spam now with power scything action. Admittidly I was totally unprepared for the level of my opponent. Theres always next time.

Why would a guard player want to go first anyway? Especially against an enemy that steals on a 4+, that's just asking to be spanked.


It was my first time fielding my guard army and my first time this edition facing Necrons. I really didn't know what I was doing. The only mitigating factor was that I at least had a decent list thanks to Dakka.


Guard blobsquad army bad match ups @ 2012/04/16 15:51:54


Post by: MFletch


I would imagine you could be creative with counters.

True, any dread gets into cc then you have to get lucky with meltabombs, purifiers as well will just eat through you, also blood talons in particular are nasty.

I am imagining the blob sits in front to give cover saves for the heavy weapon squads. You only need a thin line in front with most of the blob sitting behind, thus cc and templates will not be as deadly.
Then heavy weapon teams are pretty cheap and deadly. DoW doesn't even affect them anymore. There should be some gunlanes on the board for you to abuse.

This is all more thinking aloud


Guard blobsquad army bad match ups @ 2012/04/16 16:27:27


Post by: -Nazdreg-


Normal GK will outshoot Blob guard. The dreads have a good time sniping off the squishy HWS as well as razorbacks. The storm bolter in addition to selective charges with grenades (remember: T2, so 3s to hit, 2s to wound for GK or Deathcult assassins and a bad effect on blobs (LD2 for example...)) will do the job against the blobs. Maybe a vindicare to kill off the commissars...



Guard blobsquad army bad match ups @ 0292/04/16 18:07:28


Post by: Ailaros


-Nazdreg- wrote:Every highly mobile force with good shock troops is superior to blob guard.

On a per-unit basis, yes, there are individual units that can break individual blobs.

To say that their army is going to be better than the blobs isn't true. Guard can use multiple blobs to make up for the deficiencies of any one blob on the field, and guard armies can make use of a LOT of firepower options to reduce threatening CC units down to the point where they can no longer beat blobs on an individual basis.




Guard blobsquad army bad match ups @ 2012/04/17 03:54:06


Post by: dreadfury101


If Battle Cannons are not to your liking a Psyker Battle Squad can drain the leadership to 2 before a blob charges. could be fun...


Guard blobsquad army bad match ups @ 2012/04/17 04:15:27


Post by: MrMoustaffa


Dark Eldar are the only army I hate to play with blob guard. Everything else I feel like I can handle fairly easy provided I play correctly. Dark Eldar are so mobile, and have so many tricky abilities, not to mention my complete lack of knowledge of them. Every other army I know fairly well, but I can never remember their abilities. Thankfully I don't play them often, but when I do, it hurts.


Guard blobsquad army bad match ups @ 2012/04/17 04:45:19


Post by: schadenfreude


Ailaros wrote:The worst things for blobs are things that put down enough attacks in a single charge to be able to force the commissar to take an armor save. Also, things that can pick the commissar out of a squad. Also, armies that can systematically stop you from getting into close combat/melta range.

With power blobs, the things I've found the hardest to deal with is DE skimmer spam, a few blood angels builds, and, interestingly enough, eldar. Wraithlords are literally invincible to blobs in close combat, and fortuned wraithguard practically are, while mind war does really bad things to blobs and scorpions can shred a whole blob in a single go. Also, of course, jetbike armies.



I thought purifier spam might be a worst case scenario. A single purifier with cleansing flame is going to take out about 1/3 of a blob, and it's in the same army as the vindicare.


Guard blobsquad army bad match ups @ 2012/04/17 05:33:56


Post by: Ailaros


MrMoustaffa wrote:Dark Eldar are the only army I hate to play with blob guard.

Honestly, DE and BA are the only two armies that have given me any guff. Thanfkully fast vehicles can be taken down by heavy weapons just as easily as slow ones...

schadenfreude wrote:I thought purifier spam might be a worst case scenario. A single purifier with cleansing flame is going to take out about 1/3 of a blob, and it's in the same army as the vindicare.

Yeah, vindicares stink. Mind war with a LOT more range. I seem to recall something about assassins not being able to join squads (like marbo's special rule). If that's true, then thankfully you only need a single S8+ shot to put him down.

Purifier spam is one of those things that, in theory, really sucks, but they're not actually going to be that bad of a deal if your opponent only brings one squad of them for you to focus fire on. Even with their cleansing flame, a 2 or 4-man purifier squad is still going to get drug down - assuming they weren't wiped out straight away by shooting first. Thankfully, GK units are all so expensive that I don't anticipate more than one squad in a balanced GK army. In any case, it's the hammerhand falchions and halberds that keep me up at night more than cleansing flame.



Guard blobsquad army bad match ups @ 2012/04/17 13:19:14


Post by: -Nazdreg-


@Ailaros

Yep, assassins cannot join squads as they are no ICs.

On a per-unit basis, yes, there are individual units that can break individual blobs.


I am not talking about an individual unit. I am talking about an army based on that principle of the unit: Fast and heavy hitting. (i.e. 4 Battlewagons loaded up with boyz + some trukkboy squads, death company and jump pack marines, and so on)

Also terrain is important. On a table with only area terrain and no LOS blocking stuff that really interferes with shooting, Blobguard has advantageous terrain.
And given the size of the blob its not too hard to avoid a counter assault. If they are close together the second blob must be tied up in a second combat (important), if they are a bit apart, the consolidation move should be sufficient to get out of range.

Walking through blobs with a decent number of meq is not really that hard if you do it correctly. If the decent number of MEQ doesnt exist (i.e. Termies or mech-meq) it is far harder.


Guard blobsquad army bad match ups @ 2012/04/17 18:54:27


Post by: MrMoustaffa


-Nazdreg- wrote:@Ailaros

Yep, assassins cannot join squads as they are no ICs.

On a per-unit basis, yes, there are individual units that can break individual blobs.


I am not talking about an individual unit. I am talking about an army based on that principle of the unit: Fast and heavy hitting. (i.e. 4 Battlewagons loaded up with boyz + some trukkboy squads, death company and jump pack marines, and so on)

Also terrain is important. On a table with only area terrain and no LOS blocking stuff that really interferes with shooting, Blobguard has advantageous terrain.
And given the size of the blob its not too hard to avoid a counter assault. If they are close together the second blob must be tied up in a second combat (important), if they are a bit apart, the consolidation move should be sufficient to get out of range.

Walking through blobs with a decent number of meq is not really that hard if you do it correctly. If the decent number of MEQ doesnt exist (i.e. Termies or mech-meq) it is far harder.


Yeah in my area all you see are mech marine armies and a couple of the all termie armies. I don't think I've seen hardly any "mass" marine armies except for one guy who plays Black templars. If anything, that's the majority of marine builds (mech heavy or elite/termie heavy) I rarely see large numbers of marines on the table, especially without mech support.


Guard blobsquad army bad match ups @ 2012/04/17 20:45:48


Post by: Ailaros


-Nazdreg- wrote:Walking through blobs with a decent number of meq is not really that hard if you do it correctly.

I'd like to see this.

There are a couple of power-armor units that can run a pretty rough ride for blobs, but I'd like to see a power armor army just steamroll a blob player without something like crazy bad luck for the blob player, or some other obvious outlying factor.



Guard blobsquad army bad match ups @ 2012/04/17 20:54:58


Post by: Testify


Ailaros wrote:
-Nazdreg- wrote:Walking through blobs with a decent number of meq is not really that hard if you do it correctly.

I'd like to see this.

There are a couple of power-armor units that can run a pretty rough ride for blobs, but I'd like to see a power armor army just steamroll a blob player without something like crazy bad luck for the blob player, or some other obvious outlying factor.


Drop-podding sternguard, vanguards assaulting after DS, Whirlwinds. Shooty marines can deal with blob guard just fine. The one thing that blobs have is their cover save, and Marines have plenty that can take that away.


Guard blobsquad army bad match ups @ 2012/04/17 21:14:36


Post by: Ailaros


Testify wrote:[The one thing that blobs have is their cover save

And numbers, and firepower, and staying power in close combat.

Plus, you don't need cover saves against template weapons if you have proper spacing. A drop pod sternguard with combi-flamers is a 300 point joke to a properly castling guard player.



Guard blobsquad army bad match ups @ 2012/04/17 21:37:46


Post by: BeefCakeSoup


Blob IG's worst match-up is against Dark Eldar with Razorwings / Shatterfield Missiles. The more Razors the worse.

Even with ideal spacing, you could look at taking upwards of 30-40 saves on 3 separate blobs before the real fight even begins.

The next worse pairing would be DoA Blood Angles. Drop podded blood talons on a few Furiosos can be just as devastating, though easier to stop by firing at them asap - something you won't get to do with Razorwings popping in from reserve and shooting all missiles and weapons at you with their aerial assault rule.


Best counter in both cases would be the master of the fleet or whoever the guy is that penalizes enemy reserve rolls. Not a fantastic option, but it will hinder DE from hiding Razors in reserve and might hinder DoA, though not a whole lot.





Guard blobsquad army bad match ups @ 2012/04/18 02:32:21


Post by: -Nazdreg-


20 shots -> 13 hits ->8 wounds->4 dead then 40 attacks -> 26 hits -> 17 wounds

statistically 2 tac squads on the charge force a wound on a commissar in a 21 man blob.

if the commissar holds, 6 men will be surviving one of them the commissar, statistically both sergeants should be dead then. Hitting back results in <1 killing marine (5 regular attacks, 2,5 hits, <1 wound and commissar 3 attacks 1,5 hits, <1 wound). Next phase sees 20 attacks -> 13 hits -> 8 wounds. Another one on commissar. Now he should be dead.

So statistics say that if I stall the counter and get 2 full tac squads into a charge against a 20 man blob, he will die and I will maybe lose a single Marine (apart from the stalling squad (which can be also a dread of course...).

And those are crappy tacs. I dont know what marvel stories are told, but this is neither a dedicated close combat force nor highly unlikely.






Guard blobsquad army bad match ups @ 2012/04/18 02:38:24


Post by: Ailaros


-Nazdreg- wrote:statistically 2 tac squads on the charge force a wound on a commissar in a 21 man blob.

This is pure fantasy.

Two full-strength tac squads charge across open ground taking absolutely zero casualties and charge into close combat?

This delusion doesn't even prove anything other than in a fantasy world 300 points of space marines have the chance to make a 165 point blob squad fail an armor save and break. Run some real matchups and you'll see the error of this position.



Guard blobsquad army bad match ups @ 2012/04/18 06:09:49


Post by: ObliviousBlueCaboose


-Nazdreg- wrote:20 shots -> 13 hits ->8 wounds->4 dead then 40 attacks -> 26 hits -> 17 wounds

statistically 2 tac squads on the charge force a wound on a commissar in a 21 man blob.

if the commissar holds, 6 men will be surviving one of them the commissar, statistically both sergeants should be dead then. Hitting back results in <1 killing marine (5 regular attacks, 2,5 hits, <1 wound and commissar 3 attacks 1,5 hits, <1 wound). Next phase sees 20 attacks -> 13 hits -> 8 wounds. Another one on commissar. Now he should be dead.

So statistics say that if I stall the counter and get 2 full tac squads into a charge against a 20 man blob, he will die and I will maybe lose a single Marine (apart from the stalling squad (which can be also a dread of course...).

And those are crappy tacs. I dont know what marvel stories are told, but this is neither a dedicated close combat force nor highly unlikely.






Right then the other blobs charge in and wipe the marines. Your saying 3 tac squads can beat a single 21 man blob. Well duh. However a blob cost about as much as a tac squad, so after they somehow magically shoot then assualt that one blob they have to deal with 2 more, who now not only get to shoot but have the charge...


Guard blobsquad army bad match ups @ 2012/04/19 11:55:17


Post by: Joey


ObliviousBlueCaboose wrote:
-Nazdreg- wrote:20 shots -> 13 hits ->8 wounds->4 dead then 40 attacks -> 26 hits -> 17 wounds

statistically 2 tac squads on the charge force a wound on a commissar in a 21 man blob.

if the commissar holds, 6 men will be surviving one of them the commissar, statistically both sergeants should be dead then. Hitting back results in <1 killing marine (5 regular attacks, 2,5 hits, <1 wound and commissar 3 attacks 1,5 hits, <1 wound). Next phase sees 20 attacks -> 13 hits -> 8 wounds. Another one on commissar. Now he should be dead.

So statistics say that if I stall the counter and get 2 full tac squads into a charge against a 20 man blob, he will die and I will maybe lose a single Marine (apart from the stalling squad (which can be also a dread of course...).

And those are crappy tacs. I dont know what marvel stories are told, but this is neither a dedicated close combat force nor highly unlikely.


Right then the other blobs charge in and wipe the marines. Your saying 3 tac squads can beat a single 21 man blob. Well duh. However a blob cost about as much as a tac squad, so after they somehow magically shoot then assualt that one blob they have to deal with 2 more, who now not only get to shoot but have the charge...

A 3 squad blob with PWs costs 225. A tactical squad costs 170.
Anyway it's not charging tactical squads (lol) that should worry you. It's vanguards deep-striking next to you and assaulting you out of range of your PWs, jump infantry doing something similar, striking scorpians, khorne beserkers, Death Company, etc. You don't need to leave the Troops section to find plenty that can squish blobs in assault.


Guard blobsquad army bad match ups @ 2012/04/19 12:32:22


Post by: ObliviousBlueCaboose


Way to go joey. Completely ignore the part where he mentions a 21 man blob. Its cool.

Vanguard squad of 5 basic vanguards costs the same as a blob. And will kill 8 on the charge. Assualt marines are even worse.

So forgive me if I dont quite buy what your selling joey.

As for striking scorpions they are weaker marines. Not sure how they can mulch blobs.



Guard blobsquad army bad match ups @ 2012/04/19 12:59:50


Post by: KplKeegan


Guard Blobs worst matchup? Me. My old Artillery Park would have a field day leveling all your blobs into the fine, pink slime you'd find in your Big Mac. Griffons and Colossus make a mess of anything since it has such an obnoxious surface area. Maybe a couple Mortar Squads to sweeten the deal.


Guard blobsquad army bad match ups @ 2012/04/19 13:13:24


Post by: Joey


ObliviousBlueCaboose wrote:Way to go joey. Completely ignore the part where he mentions a 21 man blob. Its cool.

Vanguard squad of 5 basic vanguards costs the same as a blob. And will kill 8 on the charge. Assualt marines are even worse.

So forgive me if I dont quite buy what your selling joey.

As for striking scorpions they are weaker marines. Not sure how they can mulch blobs.


The vanguards don't wipe out the blob, they hold them in place while other stuff moves around/claims objectives/charges them.
A 21-man blob is fine unless you plan on doing something, anything with it. It can't shoot anything, it can't melée anything. All it will do is die.
Striking scorpians have 3+ armour save and strike at S4 with 3 attacks (iirc) on the charge. With 3s to hit, 3s to wound, and re-rollable armour saves. Yes, they will mulch blobs just fine.


Guard blobsquad army bad match ups @ 2012/04/19 14:08:52


Post by: ObliviousBlueCaboose


I run 21 man blobs. They are more flexible. They also can shoot and assault just fine. It just requires a bit more use of tactics, when to charge, multi charge, baiting ect. Plus with 21 men blobs you get two per platoon, so you save on having to buy a new platoon.

Striking scorpions are still t3 so its easier to wound. (1/2 instead of 1/3) And of course the best defense is a good offense so charge them first. I find , at least in my local meta, that no one expects the guard to charge them.


Guard blobsquad army bad match ups @ 2012/04/19 16:57:46


Post by: Joey


ObliviousBlueCaboose wrote:I run 21 man blobs. They are more flexible. They also can shoot and assault just fine. It just requires a bit more use of tactics, when to charge, multi charge, baiting ect. Plus with 21 men blobs you get two per platoon, so you save on having to buy a new platoon.

Striking scorpions are still t3 so its easier to wound. (1/2 instead of 1/3) And of course the best defense is a good offense so charge them first. I find , at least in my local meta, that no one expects the guard to charge them.

Your local meta consists of people you've charged in the past, but still don't expect the guard to charge them again.
Either you don't charge your guard, and you're lying, or you do charge your guard and your opponents fall for this time after time.
So either you are dishonest or you play against imbeciles.

For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


Guard blobsquad army bad match ups @ 2012/04/19 18:35:20


Post by: logan007


And if the 21 man squad charges the 10 man scorpion squad, the IG wipes the scorpion squad over 3 rounds of combat with a small handful of men left over. That's fine with me.


Guard blobsquad army bad match ups @ 2012/04/19 18:53:55


Post by: Joey


Which do you think is more likely to get the charge...the unit that's in the fast skimmer, or the one that's going to have to difficult terrain to move pretty much anywhere?


Guard blobsquad army bad match ups @ 2012/04/19 20:06:38


Post by: captain collius


true the blob has its weaknesses and comparing a base infantry unit to an elite assault unit is never going to go well.

Answer me this in your local meta how often do you see 10 man striking scorpion squads how well do they stand up to a possible 60 shots 30 hit 15 wound 5 dead i'll take that. thats without c ounting heavy or special weapons so yeah

edit: yes blobs have weakness to assault troops due to t3 and 5+ armor but you counter it with numbers and shooting


Guard blobsquad army bad match ups @ 2012/04/19 20:16:52


Post by: Joey


In all honesty being meléed by Eldar infantry probably doesn't keep many blob guard players awake at night, that's true.
But there are units in plenty of other armies that will.


Guard blobsquad army bad match ups @ 2012/04/19 20:52:29


Post by: captain collius


Joey wrote:In all honesty being meléed by Eldar infantry probably doesn't keep many blob guard players awake at night, that's true.
But there are units in plenty of other armies that will.

agreed


Guard blobsquad army bad match ups @ 2012/04/19 22:07:47


Post by: Jihallah


Ailaros wrote:
-Nazdreg- wrote:statistically 2 tac squads on the charge force a wound on a commissar in a 21 man blob.

This is pure fantasy.

Two full-strength tac squads charge across open ground taking absolutely zero casualties and charge into close combat?

This delusion doesn't even prove anything other than in a fantasy world 300 points of space marines have the chance to make a 165 point blob squad fail an armor save and break. Run some real matchups and you'll see the error of this position.

Well technically they don't charge across open ground... Yes. I have had a full tac squad, sometimes 2-3, on the 2nd turn, and my opponent has moved his blob up. Its not terribly hard to see, once objectives and the rest of the forces are taken into account.

Joey wrote:In all honesty being meléed by Eldar infantry probably doesn't keep many blob guard players awake at night, that's true.
But there are units in plenty of other armies that will.

10 Harlequins

Although their glass cannon qualities were displayed to me the other day. They charged a 20 blob, kill 5 ( )and the blob came back with 10 wounds, 8 saves, and the last two harlequins got cut down. that is terrible luck for the eldar play. I recall his avatar died to a single 20 blob of lasguns too

KplKeegan wrote:Guard Blobs worst matchup? Me. My old Artillery Park would have a field day leveling all your blobs into the fine, pink slime you'd find in your Big Mac. Griffons and Colossus make a mess of anything since it has such an obnoxious surface area. Maybe a couple Mortar Squads to sweeten the deal.

*golfclap*
And where you wearing your cool tough man glasses when you posted that ?


Guard blobsquad army bad match ups @ 2012/04/19 22:20:48


Post by: Quintinus


This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.


Guard blobsquad army bad match ups @ 2012/04/19 22:28:48


Post by: Joey


Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Guard blobsquad army bad match ups @ 2012/04/19 22:39:54


Post by: Quintinus


Joey wrote:
Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Haha, alert the local news station. Might as well say, if tanks never got shot at by anti-tank weapons then they'd be a no-brainer.

I'm not doubting the fact that dedicated CC units mean trouble, I'm just doubting the "lol my 10 scorpions magically unharmed by any weapons in my army get into close combat and den you looze lmao" line of thinking that you and other people are espousing


Guard blobsquad army bad match ups @ 2012/04/19 22:47:52


Post by: Joey


Vladsimpaler wrote:
Joey wrote:
Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Haha, alert the local news station. Might as well say, if tanks never got shot at by anti-tank weapons then they'd be a no-brainer.

I'm not doubting the fact that dedicated CC units mean trouble, I'm just doubting the "lol my 10 scorpions magically unharmed by any weapons in my army get into close combat and den you looze lmao" line of thinking that you and other people are espousing

If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them. The comparison is invalid. There are no MEQ BS 4 meltagun-wielding troops.


Guard blobsquad army bad match ups @ 2012/04/19 23:14:12


Post by: Jihallah


Joey wrote:
Vladsimpaler wrote:
Joey wrote:
Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Haha, alert the local news station. Might as well say, if tanks never got shot at by anti-tank weapons then they'd be a no-brainer.

I'm not doubting the fact that dedicated CC units mean trouble, I'm just doubting the "lol my 10 scorpions magically unharmed by any weapons in my army get into close combat and den you looze lmao" line of thinking that you and other people are espousing

If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them. The comparison is invalid. There are no MEQ BS 4 meltagun-wielding troops.

GREY HUNTERS
CHAOS SPACE MARINES
PLAGUE MARINE
...TACTICAL MARINES ><?!? There are no MEQ BS4 meltagun wielding troops?...thats like every single marine army troop choice

Joey wrote:If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them

10 GH, 2x meltaguns. I blow your chimera, you lose a couple of guys, I charge you, and turn you into ground beef. One squad. ONE. Imagine two squads, if I get one to blow the chimera, one to rapid fire, the meltagunners to charge. Or pistol and charge both squads in! I reckon with "a couple of troop units" I could wipe your mechanized vet squad in a single phase. I don't even know why I'm using "I" here, because anyone with a half a brain can do this providing they have 2 MEQ units


Guard blobsquad army bad match ups @ 2012/04/20 01:43:38


Post by: Je suis2 au hazard


I don't play guard, so cannot dress a comprehensive list.

What I CAN tell you, is that my tau slaughter blob guard.

Everything in my army wounds on 2's and ignores your armour, and most of my weapons ignore carapace too.

Most of the weapons in my army have high VoF

Most of my models are 3+ 2W

My basic infantry has 4+ armour.

Plus, you cannot use melee against me as most armies can if you're going infantry blob, because JSJ means you won't catch me. Also, most of my weapons outrange guard.


Automatically Appended Next Post:
GREY HUNTERS
CHAOS SPACE MARINES
PLAGUE MARINE
...TACTICAL MARINES ><?!? There are no MEQ BS4 meltagun wielding troops?...thats like every single marine army troop choice


You forgot Blood Angels, where every weapon seems to have the melta rule.


Guard blobsquad army bad match ups @ 2012/04/20 02:17:34


Post by: -Nazdreg-


This is pure fantasy.

Two full-strength tac squads charge across open ground taking absolutely zero casualties and charge into close combat?


Is it? Imagine 2 rhinos moving up in front of a blob and pop smoke. Now the blob gets 2 meltaguns in, you get 50% chance on a vehicle damage roll given that the hit also pens (which is most likely). So a total of a bit less than 25% that the rhino will be destroyed. If it isn't destroyed 2 full strength tac squads will emerge out of it and charge (through open ground or not is unimportant, in fact I was assuming cover for the blob because only a fool stays in open gound) into the blob with the given result.

But what do most people do (including your sob opponent although he was facing priest blobs... )? 12" disembark and rapid fire into the blob, which is of course rubbish. Guard infantry is not so vulnerable to shooting as I wrote in the penal legion thread. (40 shots, 26 hits 17 wounds 8 dead) Blob will charge one squad if there is a second one present they will chargte the other and the marines will get killed in attrition fight.

You also cant assume full 21 man size blobs then if I cant assume 2 full strength tac squads. So this is a pointless argument anyways. Remember we talk about blob guard. That means immobile anti tank weaponry and slow meltaguns. It will be most likely that the blob doesnt get the charge confronted with transport vehicles.

Of course I talk about 500+ points spent to shut down <200p in one sweep and if done smartly <400p in two sweeps. But this is a fair number. There are of course better units (Black Templar claw termies, death company, ork boyz, jump pack marines in suitable numbers or with sanguinary priest support, grey hunters, purifiers, dark eldar beastmasters, genestealers, fnp toxic furious charge termagants) but even 20 tacs will do the job.
And if done correctly the counter will not be present. Vehicles are a mobile wall you know? Block the counter off, consolidate away from the second blob and you have done it. The game is won in the movement phase.


Guard blobsquad army bad match ups @ 2012/04/20 04:19:08


Post by: MrMoustaffa


Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.


Welcome to every IG tactics thread ever

OT: Aside from DE (Which I mentioned earlier) The only other armies I'd ever be "worried" about would be greentide, the tyranid endless pooping babies list, and maybe a Blood angles list (never played them, but I've seen some of Ailaros's battle reports against them, and they do not look fun)

First two because they know exactly what I'm up to (they're horde players too) and they have an actual chance of outnumbering me. The last one, because I've never fought it, and I would have a hard time coping, just like DE, because I don't know them very well yet.


Guard blobsquad army bad match ups @ 2012/04/20 13:14:29


Post by: Shivan Reaper


I'd take my gunline IG against a blob army any day, 7-9 large blast and 6 small blast per turn at 2k, and 7 large and 12 small per turn at 2.5k, not counting all the heavy bolter, multilaser, and flamers that will be piling on wounds as well. I've faced full foot guard before at 2500, and by turn 6 he only had maybe 15 guys left on the table. And really, that list wasn't optimized, you could put in a lot more stuff to kill hordes if you wanted to.


Guard blobsquad army bad match ups @ 2012/04/20 14:23:54


Post by: Quintinus


-Nazdreg- wrote:
This is pure fantasy.

Two full-strength tac squads charge across open ground taking absolutely zero casualties and charge into close combat?


Is it? Imagine 2 rhinos moving up in front of a blob and pop smoke. Now the blob gets 2 meltaguns in and of course I am neglecting to mention the autocannon and lascannon heavy weapon teams because it makes my argument stronger, and I am also conveniently forgetting Fire On My Target! because it makes me look better, you get 50% chance on a vehicle damage roll given that the hit also pens (which is most likely). So a total of a bit less than 25% that the rhino will be destroyed. If it isn't destroyed 2 full strength tac squads will emerge out of it and charge (through open ground or not is unimportant, in fact I was assuming cover for the blob because only a fool stays in open gound) into the blob with the given result.


Fixed. Also congratulations, your 400 points just wiped out a ~200 point unit and will get annihilated next turn, you must be so proud


Guard blobsquad army bad match ups @ 2012/04/20 14:44:18


Post by: Duce


I've found Lash chaos to be a tough but still winnable fight,

Purifiers also are up there. along with Blood angels.

Vs Dark Eldar vensom spam i've done ok actually so far.


@ Nazdreg, i disagre, I've had 2 grey hunter squads Vs a blob of mine (I assaulted but didnt have any bonuses) and I cleared both away in combat. maybe i was lucky, but the masses of power weapons and bodies allowed me to remove one squad, then take down the other.


@Testify, dependins on the numebr of infantry i've found whirlwinds not that big a threat if you just spread out, same with sternguard drop pods, in cove I can happily soak their 20 wounds assuming they all hit and wound on the men, and btwtwen hits, wounds and cover not all 20 will go through (I run 41 man blobs) and shoot them up afterwards then assault.

Although you're listig units which havent appeared much or in tourneys at all for me, is you gear for facing blobs maybe, but for tourney lists never see them.




Guard blobsquad army bad match ups @ 2012/04/20 16:40:48


Post by: Joey


Jihallah wrote:
Joey wrote:
Vladsimpaler wrote:
Joey wrote:
Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Haha, alert the local news station. Might as well say, if tanks never got shot at by anti-tank weapons then they'd be a no-brainer.

I'm not doubting the fact that dedicated CC units mean trouble, I'm just doubting the "lol my 10 scorpions magically unharmed by any weapons in my army get into close combat and den you looze lmao" line of thinking that you and other people are espousing

If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them. The comparison is invalid. There are no MEQ BS 4 meltagun-wielding troops.

GREY HUNTERS
CHAOS SPACE MARINES
PLAGUE MARINE
...TACTICAL MARINES ><?!? There are no MEQ BS4 meltagun wielding troops?...thats like every single marine army troop choice

I look foward to playing against the marine/chaos player who runs his unmeched infantry right up to my lines. Seriously.
Plasma vets have the MEQ killing power that blobs lack completely.
In addition, wiping out a tank is much more difficult than cutting swatches out of a blob. As anyone who's fired a Vendetta against a Rhino will tell you, penetration does not equal popped vehicle, at all. 2 BS 4 Meltaguns vs the front of a chimera is 1.3 hits, 1.2 penetrating and 0.6 wrecked or exploded. 0.3 chance of being exploded, mind you.
Compare this to the odds of a blob being charged by a horde of DC or Beserkers. Blob guard are much, much easier to kill than mechanised, even assuming the enemy can magic those melta guns around.
Jihallah wrote:
Joey wrote:If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them

10 GH, 2x meltaguns. I blow your chimera, you lose a couple of guys, I charge you, and turn you into ground beef. One squad. ONE. Imagine two squads, if I get one to blow the chimera, one to rapid fire, the meltagunners to charge. Or pistol and charge both squads in! I reckon with "a couple of troop units" I could wipe your mechanized vet squad in a single phase. I don't even know why I'm using "I" here, because anyone with a half a brain can do this providing they have 2 MEQ units

As mentioned above, the chance of a chimera being wrecked or exploded from two BS 4 meltaguns is 0.6 (Unless there is something in the codex that improves this, in which case fair enough). Either way, the chance of me deploying my vets within charge range of your troops is nil.
Best case (for me) I'm wrecked and I deploy out the back, easily >6" away from the troops that shot the transport.
Worst case I deploy in a crater, still probably 6" away but either way you'll need a difficult terrain test.
Even if you do charge and liquidise them, by some miricle. Thankfully I play mech, so next turn you're going to be getting a face full of plasma guns from all across the line.
Hell sometimes the best thing that can happen is duping my opponent into thinking that killing my men is important, since 99% of the time it means they're in prime range of the rest of my chaps.


Guard blobsquad army bad match ups @ 2012/04/20 16:46:41


Post by: Quintinus


Joey wrote:
Jihallah wrote:
Joey wrote:
Vladsimpaler wrote:
Joey wrote:
Vladsimpaler wrote:This thread has devolved into a circlejerk of people who are theorizing about dedicated close combat units at full strength charging an Imperial Guard blob squad.

If IG blobs never got assaulted by dedicated close combat units, they'd be a no-brainer.


Haha, alert the local news station. Might as well say, if tanks never got shot at by anti-tank weapons then they'd be a no-brainer.

I'm not doubting the fact that dedicated CC units mean trouble, I'm just doubting the "lol my 10 scorpions magically unharmed by any weapons in my army get into close combat and den you looze lmao" line of thinking that you and other people are espousing

If a couple of troop units could wipe out my mechanised veteran squads in one or two turns, I probably wouldn't take them. The comparison is invalid. There are no MEQ BS 4 meltagun-wielding troops.

GREY HUNTERS
CHAOS SPACE MARINES
PLAGUE MARINE
...TACTICAL MARINES ><?!? There are no MEQ BS4 meltagun wielding troops?...thats like every single marine army troop choice

I look foward to playing against the marine/chaos player who runs his unmeched infantry right up to my lines. Seriously.
Plasma vets have the MEQ killing power that blobs lack completely.
In addition, wiping out a tank is much more difficult than cutting swatches out of a blob. As anyone who's fired a Vendetta against a Rhino will tell you, penetration does not equal popped vehicle, at all. 2 BS 4 Meltaguns vs the front of a chimera is 1.3 hits, 1.2 penetrating and 0.6 wrecked or exploded. 0.3 chance of being exploded, mind you.
Compare this to the odds of a blob being charged by a horde of DC or Beserkers. Blob guard are much, much easier to kill than mechanised, even assuming the enemy can magic those melta guns around.





Y'know, if you're gonna make gakky comparisons, at least don't flip flop when you're using them. Also no-one said that the Grey Hunters weren't going to be in a Rhino.


Guard blobsquad army bad match ups @ 2012/04/20 16:48:53


Post by: Joey


That was an opening statement and had little to do with the bulk of my point.
Please address arguments rather than picking a single sentence at random.


Guard blobsquad army bad match ups @ 2012/04/20 16:51:53


Post by: Quintinus


Joey wrote:That was an opening statement and had little to do with the bulk of my point.
Please address arguments rather than picking a single sentence at random.


You're making this big deal about how your mechvets aren't very likely to just get melta-gunned to death by "magic melta guns", but earlier you post something like this:
Joey wrote:
For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


Wow, that sure seems like a "magic dedicated close combat unit". I picked at that sentence because that's the crux of your entire argument anyway. You think that blob squads suck solely because a full strength dedicated CC unit will kill it. Well no gak sherlock, a full unit of Fire Dragons will vaporize your Chimeras.


Guard blobsquad army bad match ups @ 2012/04/20 16:56:54


Post by: Joey


Vladsimpaler wrote:
Joey wrote:That was an opening statement and had little to do with the bulk of my point.
Please address arguments rather than picking a single sentence at random.


You're making this big deal about how your mechvets aren't very likely to just get melta-gunned to death by "magic melta guns", but earlier you post something like this:
Joey wrote:
For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


Wow, that sure seems like a "magic dedicated close combat unit". I picked at that sentence because that's the crux of your entire argument anyway. You think that blob squads suck solely because a full strength dedicated CC unit will kill it. Well no gak sherlock, a full unit of Fire Dragons will vaporize your Chimeras.

Correction. They will vaporize *A* chimera.
As I addressed in my post (which you couldn't be arsed to read, clearly) mech vets can respond to threats in a way that blobs can't. If some Fire Dragons deep strike near my chimeras, they will be dead the turn after because I can just zip other units up to them and give them a face full of plasma. There's a reason Eldar don't kick mech guard's ass, mainly spending 80 points on a unit that a) has a good chance of dying during deep-strike due to a need to be in a very specific place and b)will only kill a 55 point unit anyway. I don't care if the vets take some casualties from the explosion and/or go to ground. As long as my Plasma Guns are alive, I can use get back in the fight (or just wait, if that's not available).

What do you do if a blob gets killed? Not much, since you'll have to difficult terrain almost everywhere, and by the time one blob is dead the rest of your army will probably be busy anyway.


Guard blobsquad army bad match ups @ 2012/04/20 18:38:02


Post by: Quintinus


Joey wrote:
Vladsimpaler wrote:
Joey wrote:That was an opening statement and had little to do with the bulk of my point.
Please address arguments rather than picking a single sentence at random.


You're making this big deal about how your mechvets aren't very likely to just get melta-gunned to death by "magic melta guns", but earlier you post something like this:
Joey wrote:
For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


Wow, that sure seems like a "magic dedicated close combat unit". I picked at that sentence because that's the crux of your entire argument anyway. You think that blob squads suck solely because a full strength dedicated CC unit will kill it. Well no gak sherlock, a full unit of Fire Dragons will vaporize your Chimeras.

Correction. They will vaporize *A* chimera.
As I addressed in my post (which you couldn't be arsed to read, clearly) mech vets can respond to threats in a way that blobs can't. If some Fire Dragons deep strike near my chimeras, they will be dead the turn after because I can just zip other units up to them and give them a face full of plasma. There's a reason Eldar don't kick mech guard's ass, mainly spending 80 points on a unit that a) has a good chance of dying during deep-strike due to a need to be in a very specific place and b)will only kill a 55 point unit anyway. I don't care if the vets take some casualties from the explosion and/or go to ground. As long as my Plasma Guns are alive, I can use get back in the fight (or just wait, if that's not available).

Fire Dragons don't deep strike so you obviously have no idea what you're talking about and as such I'm not gonna bother replying to the rest of that argument since the rest of it hinges on that assumption.


What do you do if a blob gets killed? Not much, since you'll have to difficult terrain almost everywhere, and by the time one blob is dead the rest of your army will probably be busy anyway.

In your fantasy world, yes, they will have to difficult terrain everywhere. Nice work though. You have definitely proved that in your fantasy world blob squads suck. I definitely have to concede that.


Guard blobsquad army bad match ups @ 2012/04/20 20:30:53


Post by: Joey


Vladsimpaler wrote:
Joey wrote:
Vladsimpaler wrote:
Joey wrote:That was an opening statement and had little to do with the bulk of my point.
Please address arguments rather than picking a single sentence at random.


You're making this big deal about how your mechvets aren't very likely to just get melta-gunned to death by "magic melta guns", but earlier you post something like this:
Joey wrote:
For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


Wow, that sure seems like a "magic dedicated close combat unit". I picked at that sentence because that's the crux of your entire argument anyway. You think that blob squads suck solely because a full strength dedicated CC unit will kill it. Well no gak sherlock, a full unit of Fire Dragons will vaporize your Chimeras.

Correction. They will vaporize *A* chimera.
As I addressed in my post (which you couldn't be arsed to read, clearly) mech vets can respond to threats in a way that blobs can't. If some Fire Dragons deep strike near my chimeras, they will be dead the turn after because I can just zip other units up to them and give them a face full of plasma. There's a reason Eldar don't kick mech guard's ass, mainly spending 80 points on a unit that a) has a good chance of dying during deep-strike due to a need to be in a very specific place and b)will only kill a 55 point unit anyway. I don't care if the vets take some casualties from the explosion and/or go to ground. As long as my Plasma Guns are alive, I can use get back in the fight (or just wait, if that's not available).

Fire Dragons don't deep strike so you obviously have no idea what you're talking about and as such I'm not gonna bother replying to the rest of that argument since the rest of it hinges on that assumption.

D'oh. Guess you showed me! Those none deep-striking T3 models really loosen my bowels...
Vladsimpaler wrote:

In your fantasy world, yes, they will have to difficult terrain everywhere. Nice work though. You have definitely proved that in your fantasy world blob squads suck. I definitely have to concede that.

This is a gaming table.

Notice the terrain.
If you can fit 30-40 guys on a table, spread out enough to reduce losses from templates/blast markers, without having to move through difficult terrain when moving, then you aren't playing with enough terrain. Having to difficult terrain mobs (of all types) is generally considered a noticable drawback.


Guard blobsquad army bad match ups @ 2012/04/20 20:39:30


Post by: Grundz


I play infantry guard a ton.
The terrain thing doesnt matter too much as for the most part you arent running guard as an assault army speed isnt too much of an issue.
Striking scorps, zerks, ect. Being able to win in cc is moot as well, its unlikely you will see an army super heavy in any of these anti blob models and the ones you do see can generally be focused down.
I use al harims outflanking melta circus to overwhelm a flank and valks or creed to reach the other, usually mobility is a non issue.
Against some models, yeah you may get cut down 2 or 3 to 1, but throw enough lasguns at it, and you dont have to worry. Very few things can take 100 plus lasguns and a dozen or more melta/las/autocannon


Guard blobsquad army bad match ups @ 2012/04/20 21:05:16


Post by: Joey


Out of interest, you ever played against a universal FNP army?


Guard blobsquad army bad match ups @ 2012/04/20 21:36:30


Post by: Grundz


I played against a ba fnp army, was close but lost that one, i can def see nurgle being an issue but if i can tie them up the msu portion of the army should be able to mass contest.


Guard blobsquad army bad match ups @ 2012/04/20 22:46:25


Post by: Quintinus


Joey wrote:
D'oh. Guess you showed me! Those none deep-striking T3 models really loosen my bowels...

Until they swoop by on a Wave Serpent (remember, we're in your fantasy land where the unit arrives perfectly unharmed) and nuke your Chimera/whatever vehicle you're using. Man, I can definitely see why you use these arguments! Makes it so much easier to prove that you're right. While we're at it, a Dire Avenger squad bladestorms your Vets. Where's your unit now?

Anyway, this thread is about why blob squads have some tough matchups, not why Mechvets are good.

Vladsimpaler wrote:

In your fantasy world, yes, they will have to difficult terrain everywhere. Nice work though. You have definitely proved that in your fantasy world blob squads suck. I definitely have to concede that.

This is a gaming table.

Notice the terrain.
If you can fit 30-40 guys on a table, spread out enough to reduce losses from templates/blast markers, without having to move through difficult terrain when moving, then you aren't playing with enough terrain. Having to difficult terrain mobs (of all types) is generally considered a noticable drawback.


That's a nice table. Again you're making weird ass assumptions about how all gaming tables look. Every single table I've ever played on looks nothing like that. Now have I had to take DT tests before? Yeah sure. But I've never played on a table that designates pretty much everything as difficult terrain. So really every gaming table is different and we're going back to your fantasy world.


Guard blobsquad army bad match ups @ 2012/04/21 02:25:25


Post by: kungfujew


Joey wrote:Out of interest, you ever played against a universal FNP army?



Actually, my foot guard blob army has played many times against a variety of Decent of Angels/ regular deployed blood angels and chaos nurgle marines.

My highest proportion of wins is against them. My foot blob guard table/solidly crushed them almost every time (95%+). I don't think small elite armies are a problem for blob guard, even with feel no pain. Almost everyone who plays successful guard of any fashion will tell you that the main killing power comes from endless numbers of lasguns.

I think I poped in on the end of a larger argument, so I'll quickly get back to the original question... Talos Pain Engines. Those are the bane of the blob. Toughness 7 means you can't even hurt it through weight of dice and while it'll be a very long fight tying you both up for the rest of the game, if it gets you before you get to your objective, you're stuck there until the bell goes.


Automatically Appended Next Post:
Je suis2 au hazard wrote:I don't play guard, so cannot dress a comprehensive list.

What I CAN tell you, is that my tau slaughter blob guard.

Everything in my army wounds on 2's and ignores your armour, and most of my weapons ignore carapace too.

Most of the weapons in my army have high VoF

Most of my models are 3+ 2W

My basic infantry has 4+ armour.

Plus, you cannot use melee against me as most armies can if you're going infantry blob, because JSJ means you won't catch me. Also, most of my weapons outrange guard.


I am not trying to tell you you're wrong, just pointing out that you're making the argument seem too "you bring this army, I win".
I played against a Tau player yesterday using my blob guard. It was pitched battle and the 2 objective mission. With a 31 man mass of men with 3x lascannon, 3x Plasma gun, in cover holding my objective, he couldn't move them without exposing himself to serious return fire. so he picked away until turn 5 when he brought in 2 trasports with 8 warriros a piece and 2 2man suit squads. he did serious hurt to the blob, but in moving close enough to be on my objective the next round I was able to move off of my cover and assault the 8 man squad and multiassault one of the suit groups too with just one model from the blob. The now 9 man blob (with 3sgts+commissar with power weapons) massacred the firewarriors and the suits couldn't do enough to hold and hoo-ah, a surprise charge (since now I didn't hold my objective either), half won the game. The other half of the game was won by the remnants of 3 blobs who finaly made it, much reduced to the broadsides desperately trying to contest their home objective. The 6 sgts and 3 commissars all charged in and combined for 36 power sword attacks and wiped the full strength unit before the regular guardsmen could attack. The third half was making his troop choices my main target for almost the whole game and the last 50% was definately putting my objective as far away from his as possible and deploying 90% of my army as close to his objective as I could.

That's not to say I would beat you, just that blob guard can beat the tau, and I don't find it very difficult because (along with necrons at initiative 2), I can finally seriously do big damage in close combat, and while the massed guns is scary, I'm just used to taking casualties. Playing blobs is a tactical and strategic challenge, but is fun and very doable. You just need to make sure you deploy well, place objectives intelligently and place the terrain with a good eye for coverage. With 25% standard, it's not that hard to place enough terrain in the middle area of the table that you can advance through to get saving throws.


Guard blobsquad army bad match ups @ 2012/04/21 05:18:36


Post by: Je suis2 au hazard


@Kungfujew,

I know it's not a 100% chance to beat you and all likeminded IG blob players, but I was just pointing out that blob guard are at a disadvantage against tau lists. With weapons optimized for killing light infantry, and great mobility...

With tau it really takes some poor planning to get suit in combat with non-jump infantry models, since JSJ makes them slippery...


Guard blobsquad army bad match ups @ 2012/04/21 12:35:55


Post by: Joey


kungfujew wrote:
Joey wrote:Out of interest, you ever played against a universal FNP army?



Actually, my foot guard blob army has played many times against a variety of Decent of Angels/ regular deployed blood angels and chaos nurgle marines.

My highest proportion of wins is against them. My foot blob guard table/solidly crushed them almost every time (95%+). I don't think small elite armies are a problem for blob guard, even with feel no pain. Almost everyone who plays successful guard of any fashion will tell you that the main killing power comes from endless numbers of lasguns.

A FNP MEQ requires 2*3*3*2 shots to kill, or 32 shots. That is at best ten men with FRFSRF. To kill one man.
Plasma vets rapid-firing would get 6 shots, 4 hits, 3.3 wounds, 2.5 dead with FOMT, plus the lasguns for another 0.4.
So even a full blob that was entirely within 12" of the enemy, AND managed to get FRFSRF would only get 3 kills against that 10 man assault squad with a Priest and Reclesiarch. Stick in another 1.25 for if they have plasma guns. Still pretty anaemic.


Guard blobsquad army bad match ups @ 2012/04/21 15:35:22


Post by: -Nazdreg-


Fixed. Also congratulations, your 400 points just wiped out a ~200 point unit and will get annihilated next turn, you must be so proud


Yeah they get annihilated. Of course. By thin air maybe. You know sometimes it is important to know the game... 400p spent to kill 200p in one turn is a good investment. If my 2000p army would be able to kill 1000p a turn, I would be quite good...

I can't help it, if some people can't play transport based armies and some people use unbalanced terrain. But ymmv. If you like to play on open field with no LOS-blocking terrain, I have no problem with that. But don't expect that to be balanced. If there are LOS blocking terrain pieces I am able to hide rhinos pretty easily from immobile long range anti tank weaponry.

A little more qualified arguments would be nice. Fact is, a blob is tough, I know that. If it focusses on one target, it is hard to stop. But it can not adapt to new situations pretty well except for just surviving. And on the defense the cc-power is not very good.


Guard blobsquad army bad match ups @ 2012/04/21 21:26:47


Post by: ObliviousBlueCaboose


Saying that blobs suck because dedicated assualt troops can win against them is like saying chimeras suck because dedicated anti tank wipes them.


Guard blobsquad army bad match ups @ 2012/04/22 01:14:02


Post by: Grundz


-Nazdreg- wrote:
I can't help it, if some people can't play transport based armies and some people use unbalanced terrain. But ymmv. If you like to play on open field with no LOS-blocking terrain, I have no problem with that. But don't expect that to be balanced. If there are LOS blocking terrain pieces I am able to hide rhinos pretty easily from immobile long range anti tank weaponry.


Yeah, i've had many people try this, in practice it isn't as easy, and is a losing proposition unless somehow you have enough firepower to outshoot infantry guard in cover. Tau(?) and GK stormbolter spam can do this I guess, but I haven't seen it.

The only real weakness that infantry guard have are force concentration, if the other guy has a bunch of flamers or blast template weapons you need to spread out a bit, which means you suffer against armies like BA that can focus one flank down and are fast enough that you don't get much time to readjust. I counter this by using al'harim's meltagun circus to power down a flank on turn 2-3 (generally) It isn't fool proof, but the threat of nearly 20 meltas showing up on a board edge generally keeps people away from them.

a 400 point unit killing a 200 point unit, is again, stupid. your entire army is not going to be 400pt deathstars that can all do their job at the same time.. and it is extremely common to have to throw a squad/blob into the grinder to slow it down or just have the unit move up, stand 1" away and FRSRF to soak the inevitable assault and prevent you from making much forward progress. Properly played you'd be eating ~60-90 lasguns, a bunch of lascannon and autocannon/melta fire, and only make maybe 2-3 inches of forward progress a turn after you eat squad after squad. The entire game can be a game of attrition as you attempt to grind your way to my objective(s) while the outflanking melta circus tries to grind to yours. In a tourney situation, which is where infantry guard shine, you accept this, because the other guy is probably taking about 1/4 or so of his points in useless anti-tank (against you) you sometimes have to sac more than a units point value to bring it down, it happens, not a biggie.

points-hammer mid game "omg is xyz going to pay for itself?!" is moronic and people that practice it don't win tourneys.


Guard blobsquad army bad match ups @ 2012/04/22 23:03:59


Post by: -Nazdreg-


points-hammer mid game "omg is xyz going to pay for itself?!" is moronic and people that practice it don't win tourneys.


Thats true.

but the threat of nearly 20 meltas showing up on a board edge generally keeps people away from them.


Depends on the army. An aggressive army would make an all out attack at the centre to make use of your lack of men there. Then they would have taken the center and would wait for als reinforcements to crush them too. A defensive army would still refuse flank and shield the other flank with cheap skirmishers. An elite army will keep in the middle and hidden maybe sniping out some HWS and play for draw. A sneaky army will stay all in reserve and the flank effect would be nullified. Then they would concentrate on one part of your army.

a 400 point unit killing a 200 point unit, is again, stupid


This per se statement is stupid as well. It all depends on the situation. If I can kill 200p in one turn using 400p of force without the risk of a counter, I will do. If I am at the risk of a counter, I will not. And given I have to assault 21 men, most likely I will find a spot, from where to assault, where a counter isn't possible. Especially if I have a mobile supporting wall at my disposal.

your entire army is not going to be 400pt deathstars that can all do their job at the same time..


Yes 20 tacs is a deathstar... oO You don't have all blobs present at every spot of the table as well...

The entire game can be a game of attrition as you attempt to grind your way to my objective(s) while the outflanking melta circus tries to grind to yours. In a tourney situation, which is where infantry guard shine, you accept this, because the other guy is probably taking about 1/4 or so of his points in useless anti-tank (against you) you sometimes have to sac more than a units point value to bring it down, it happens, not a biggie.


depends on the size of the defensive part of the blob guard. (If defensive part is bigger, I would wait for the flankers and kill them first to secure the draw, if the defensive part is smaller, I would attack immediately with full force to prevent them from grinding at all while trying to avoid the flankers impact) Normally it is better to focus against infantry guard. To expose forces to both elements of your army would be uncautious. Anti tank isnt useless, because you have HWS. Why is infantry guard better on tournaments than for fun games? It is a drawish army that is not going to score high. It is hard to wipe out, but thats worthless if you are not a killer army.


Guard blobsquad army bad match ups @ 2012/04/22 23:33:59


Post by: Grundz


No one really uses hws for that reason, i take my heavy weapons in 20 man shooting blobs. The only time i would even consider hws is if it was a very high point game and i am out of infantry room.

Forcing you from board edges make things dicey, as then youll have limited options on how to take on the army peice by peice.

Infantry guard work best in tourneys since many dont have viable anti horde options expecting standard mechspam.

20 tac marines isnt a deathstar, you are right, its just about every man a sane player would bring running into a situation theyll probably be outnumbeted 4 or 5 to one.


Guard blobsquad army bad match ups @ 2012/04/23 01:26:53


Post by: Exergy


Joey wrote:

For the record a 21-man blob (165 points) being charged by 10 striking scorpians (160 points) will take 4.4 casualties from shooting, then be charged for 31 attacks, 20 hits, 13 wounds( 17 with doom), 8.6 dead (11 with doom). That's 13 dead in one turn. Guard strike back with 9 PW attacks, 4.5 hits, 2.25 dead. The normal guys also do 5 attacks, 2.5 hit, 1.25 wound, 0.4 failed armour saves, that's 2.6 dead in total.
The turn after gives 15 attacks, 10 hits, 6.6 wounds, 4.4 dead. And if either of those rounds the blob was Doomed (pretty likely), they're dead.
You might be satisfied with a 3:1 casualty ratio in your enemy's favour, I am not.


scorpians have 3 attacks base, 4 on the charge.


Automatically Appended Next Post:
Joey wrote:
The vanguards don't wipe out the blob, they hold them in place while other stuff moves around/claims objectives/charges them.
A 21-man blob is fine unless you plan on doing something, anything with it. It can't shoot anything, it can't melée anything. All it will do is die.
Striking scorpians have 3+ armour save and strike at S4 with 3 attacks (iirc) on the charge. With 3s to hit, 3s to wound, and re-rollable armour saves. Yes, they will mulch blobs just fine.

scorpians have 3 attacks base, 4 on the charge.


Guard blobsquad army bad match ups @ 2012/04/23 04:38:03


Post by: Jihallah


Joey wrote:As mentioned above, the chance of a chimera being wrecked or exploded from two BS 4 meltaguns is 0.6 (Unless there is something in the codex that improves this, in which case fair enough). Either way, the chance of me deploying my vets within charge range of your troops is nil.

The chance of you deploying within charge range of my squad is nil? what kind of delusional world do you live in?
Joey wrote:Best case (for me) I'm wrecked and I deploy out the back, easily >6" away from the troops that shot the transport.

...If I fire in your rear armor I'd like to see you deploy "out the back" and into the brawl. You seem to think I am incapable of firing from any point near your hatch
Joey wrote:Worst case I deploy in a crater, still probably 6" away but either way you'll need a difficult terrain test.
What? It just went from "nil" to "probably you wont make the difficult terrain test"?
Good sir! this "nil" chance idea that you are putting forward is starting to appear fault!
Joey wrote:Even if you do charge and liquidise them, by some miricle. Thankfully I play mech, so next turn you're going to be getting a face full of plasma guns from all across the line.
Hell sometimes the best thing that can happen is duping my opponent into thinking that killing my men is important, since 99% of the time it means they're in prime range of the rest of my chaps.

Ha Ha Ha, My army is one MEQ unit that just charged you? You don't think the line of plasma doesn't have anything to shoot at asides from that one squad? If one unit has made it, what makes you think the rest didn't make it?

You really are a special character, you are

Joey wrote:I look foward to playing against the marine/chaos player who runs his unmeched infantry right up to my lines. Seriously.
Plasma vets have the MEQ killing power that blobs lack completely. .

Ok I'll play DOA BA. Since I do recall you making a thread, seemingly in tears (although you might have just been really stoned) because your guard kept getting slaughtered. In very one sided battles.

By unmeched infantry

Oh, the amusement!
Then go play with some foot templars


aaaand on a small note- blobs have MEQ killing power in melee that the Vets lack completely. The Vets have a MEQ killing power that the blob cannot match (not lack completely. See the difference?). The blobs can soak up more damage than the vets. They are apples and oranges.


Guard blobsquad army bad match ups @ 2012/04/23 07:21:19


Post by: GarG




Dont forget: blobs dont asplode themselves with plasma overheat burns!


Guard blobsquad army bad match ups @ 2012/04/23 12:06:47


Post by: Joey


Jihallah wrote:
Joey wrote:As mentioned above, the chance of a chimera being wrecked or exploded from two BS 4 meltaguns is 0.6 (Unless there is something in the codex that improves this, in which case fair enough). Either way, the chance of me deploying my vets within charge range of your troops is nil.

The chance of you deploying within charge range of my squad is nil? what kind of delusional world do you live in?
Joey wrote:Best case (for me) I'm wrecked and I deploy out the back, easily >6" away from the troops that shot the transport.

...If I fire in your rear armor I'd like to see you deploy "out the back" and into the brawl. You seem to think I am incapable of firing from any point near your hatch
Joey wrote:Worst case I deploy in a crater, still probably 6" away but either way you'll need a difficult terrain test.
What? It just went from "nil" to "probably you wont make the difficult terrain test"?
Good sir! this "nil" chance idea that you are putting forward is starting to appear fault!
Joey wrote:Even if you do charge and liquidise them, by some miricle. Thankfully I play mech, so next turn you're going to be getting a face full of plasma guns from all across the line.
Hell sometimes the best thing that can happen is duping my opponent into thinking that killing my men is important, since 99% of the time it means they're in prime range of the rest of my chaps.

Ha Ha Ha, My army is one MEQ unit that just charged you? You don't think the line of plasma doesn't have anything to shoot at asides from that one squad? If one unit has made it, what makes you think the rest didn't make it?

You really are a special character, you are

Joey wrote:I look foward to playing against the marine/chaos player who runs his unmeched infantry right up to my lines. Seriously.
Plasma vets have the MEQ killing power that blobs lack completely. .

Ok I'll play DOA BA. Since I do recall you making a thread, seemingly in tears (although you might have just been really stoned) because your guard kept getting slaughtered. In very one sided battles.

By unmeched infantry

Oh, the amusement!
Then go play with some foot templars


aaaand on a small note- blobs have MEQ killing power in melee that the Vets lack completely. The Vets have a MEQ killing power that the blob cannot match (not lack completely. See the difference?). The blobs can soak up more damage than the vets. They are apples and oranges.

Let me know how you use BS 3 lasguns to kill FNP MEQs. Seriously.
5/6 razors with assault squads and attached priests giving FNP bubbles, all moving 18" turn 1 and deploying smoke, then turn 2 getting out and charging with an 18" threat range. You'll struggle to pop more than 1 or two of those transports, and even if you do there'll still be 5 more ready to go, and the squad that's transport you popped can still assault anyway. It's unlikely your lasguns will get to shoot at all before they're assaulted.
Your lascannons/heavy support will be able to snipe at BA's preditors but that's pretty much it.
Oh and that outflanking Baal will be showing up too. Enjoy that flame template.


Guard blobsquad army bad match ups @ 2012/04/23 13:54:35


Post by: grendel083


The real strength of the power blob is in close combat. That's a lot of attacks that will be ignoring armour saves AND ignoring FNP saves.
Combine three squads and you have as many plasma shots as a vet squad, whilst being a lot more durable with great assault potential.
And why are all these examples involving an army against a single blob? Some very strange games goin on out here...


Guard blobsquad army bad match ups @ 2012/04/23 14:13:39


Post by: Joey


No because an opponent isn't going to charge within bailing distance of another blob - as long as he's 12" away from them they can't do anything. Actually they can't anyway since the IG will have to defenders react, essentially mobbing the assaulters and preventing a counter assault.
20 assault troops on the charge, spread out over two squads with a PW on each sargent, is 54 normal attacks, 9 PW ones. That's 36 hits, 30 wounds, 20 dead after armour saves, the PWs give 6 hits, 5 dead. 25 of your blob are now dead from the charge. If there is a chaplain/reclesiarch in EITHER of those squads, the entire blob is dead.
On average you will kill TWO in return. Apparently that justifies these guys.
Oh and, even better, the assault squad will finish you off at the bottom of their turn, meaning you can't shoot them at all, and they can then move/assault in their turn.


Guard blobsquad army bad match ups @ 2012/04/23 16:44:12


Post by: Grundz


Again, in that situation id sac the commisar, leaving the squad to be wiped, since you will likely consolidate away to make useof you mobility, youll probably only get snagged by one more blob, but the torrent of close range firepower combined with the assault, will take its toll, esp if there are wildcards like a screened leman, marbo, or valk demo sws in the cards.
The important thing heres is it seems that you are dedicating a large majority of your army, or all of it, to that one good push.
A pbs pinning one of your squads, rough rider counterassault, good close range shooting, you are assuming alot will go your way for the rest of the game, or ignoring it, while focusing on one inevitable assault.
Fnp ba is a tough fight sometimes but it is apparent you havent played a good guard player.


Guard blobsquad army bad match ups @ 2012/04/23 22:15:29


Post by: Jihallah


Joey wrote:
Let me know how you use BS 3 lasguns to kill FNP MEQs. Seriously.

Let me know where I mentioned lasguns as being a killed of FNP MEQs?
But since you seem confused- You need to roll a 4+ to hit. Since they are T4 and you are S3, you then need a 5+ to wound. Then they get their armor save of 3+ and then a 4+ reroll for the FNP USR
And that is how a lasgun will kill a FNP MEQ Model
It's even harder when they are plague marines
Joey wrote:5/6 razors with assault squads and attached priests giving FNP bubbles, all moving 18" turn 1 and deploying smoke, then turn 2 getting out and charging with an 18" threat range. You'll struggle to pop more than 1 or two of those transports, and even if you do there'll still be 5 more ready to go, and the squad that's transport you popped can still assault anyway. It's unlikely your lasguns will get to shoot at all before they're assaulted.
Your lascannons/heavy support will be able to snipe at BA's preditors but that's pretty much it.
Oh and that outflanking Baal will be showing up too. Enjoy that flame template.

I love your ability to read my posts. Put down the bong mate, try and use that brain for things outside the pretty colors k?
Jihallah wrote:
Ok I'll play DOA BA. Since I do recall you making a thread, seemingly in tears because your guard kept getting slaughtered. In very one sided battles.

By unmeched infantry.


In case your still on the pipe, I'll make it colorful for you
Jihallah wrote:DOA BA.

Jihallah wrote:DOA BA.

Jihallah wrote:DOA BA.


"yeah, you might kill my blob, but the rest of my army will gut you!"

Because warhammer is one unit vs an army. What a special world you live in joey


Guard blobsquad army bad match ups @ 2012/04/24 12:30:45


Post by: -Nazdreg-


No one really uses hws for that reason, i take my heavy weapons in 20 man shooting blobs. The only time i would even consider hws is if it was a very high point game and i am out of infantry room.

Forcing you from board edges make things dicey, as then youll have limited options on how to take on the army peice by peice.

Infantry guard work best in tourneys since many dont have viable anti horde options expecting standard mechspam.

20 tac marines isnt a deathstar, you are right, its just about every man a sane player would bring running into a situation theyll probably be outnumbeted 4 or 5 to one.


Ah ok I see where you come from. Apparently we have a different metagame then. Your opponents seem to play almost only mech-MSU? Then I can understand why you insist on the blob armys power.
However here a good tournament army must be able to deal with 180 boyz as well as with Mech-MSU or Tyranid Tervigon lists.
In my example (I play hybrid guard) I need foot support for selective charges, I need at least one mobile multiple flamer unit, I need a source for reliable AP2, I need anti transport weapons. Not in masses, but with quality and mobility.

But if you only face Anti-Mech-MSU lists, the logical way to play is of course infantry.


Guard blobsquad army bad match ups @ 2012/04/24 19:30:03


Post by: Grundz


No not all mech msu, but the few mech lists are very strong. I still think all infantry, or light mech mixed is a very strong counter meta choice


Guard blobsquad army bad match ups @ 2012/04/24 19:50:31


Post by: Joey


Have we had a clear answer yet on how blobs can deal with MSU mech MEQ (the overwealming majority of armies out there)?
Pretty sure we haven't.


Guard blobsquad army bad match ups @ 2012/04/24 19:56:13


Post by: BlapBlapBlap


Furioso Spam BA.

/thread


Guard blobsquad army bad match ups @ 2012/04/24 21:12:34


Post by: -Nazdreg-


Have we had a clear answer yet on how blobs can deal with MSU mech MEQ


I think the answer is pretty easy. They win. This is the kind of army they are designed for.

@Grundz

I still think all infantry, or light mech mixed is a very strong counter meta choice


light mech mixed is the general build here. 2 Manticores, executioner, 3 vendettas, ccs, one platoon and the rest is veterans. At least that is what our most famous guy plays. Infantry only isn't seen at all here. That doesnt mean its bad, but it means our meta is another one. Because I wouldnt say that infantry guard would kill our meta here.


Guard blobsquad army bad match ups @ 2012/04/24 21:59:44


Post by: Ailaros


Joey wrote:Have we had a clear answer yet on how blobs can deal with MSU mech MEQ (the overwealming majority of armies out there)?
Pretty sure we haven't.

MSU isn't a problem for blob guard. Blobs are big enough that they can pretty easily multicharge stuff. This means lots of frag grenades against a transport wall, and it means that it's pretty easy to get a couple of units trapped in close combat where the blob uses its power weapons on one while the other is tarpitted, and then consolidating in and killing the other when it's done with the first.

The main problem with MSU armies is that none of their individual units are very durable (because they're SMALL units), which means that they are very vulnerable in situations where you get into a durability contest. This is especially true in an army that can pack enough firepower to be able to nearly wipe out any MSU unit with a single battle cannon shot (or whatever), leaving broken fragments of already small squads to get ground down easily in close combat.



Guard blobsquad army bad match ups @ 2012/04/25 01:11:27


Post by: Jihallah


Nazdreg- I've said it before, and I'm saying it again mate. One of the best english speaking posters here, both in language and actual post content. Never stop

as no one has read what Ze German has actually said-
-Nazdreg- wrote:But if you only face Anti-Mech-MSU lists, the logical way to play is of course infantry.

Joey wrote:Have we had a clear answer yet on how blobs can deal with MSU mech MEQ (the overwealming majority of armies out there)?
Pretty sure we haven't.

Grundz wrote:No not all mech msu, but the few mech lists are very strong. I still think all infantry, or light mech mixed is a very strong counter meta choice



Guard blobsquad army bad match ups @ 2012/04/25 03:29:56


Post by: kungfujew


I was interested in reading this thread in the beginning because my favorite version of the guard army is the blob, but it has really devolved into a yelling match between people who clearly don't play blobs or don't play people who can fight blobs well. Then of course everyone else jumps in all defensive. I just took an all infantry army (except for one vendetta, as I ran out of heavy weapon teams to make into lascannon teams), to a 1850 tourney and did quite well. I fought a chaos army with two deamon princes, both of whom died in close combat after charging in unhurt 2 game turns earlier one into a 20 blob and the other into a 30. There were also 7 plague marines that got charged by two 20 man blobs and lost 2 marines over 3 turns of fighting. That's unusual, but on 18 power sword attacks I couldn't roll 6's to wound. It happens. Does that mean the blob is bad? No. That just means I was unlucky in that one part of oone game. When 5 chaos marines charged in to help, they all died in one round. In the next game the same two blobs slaughtered a 5 man TH/SS termie squad with a combat tac squad to help. Even with bad luck. Although, a single squad of sternguard poped out of a rhino that just wouldn't die and charged a diferent blob. That blob died quickly. Again, the blobs did well dispite less than stellar dice, but what does that really tell you? The last game was to see who would place in the top three and my dice punished me for rolling so well in the first game vs those princes. It was brutal as 8 hive guard blew up everything that wasn't a blob in the first two turns after stealing the initiative, but the sheer staying power let me lose by only a slim margine and had the game continued it would have passed from loss to draw to win. What did I learn, or rather see repeat itself again? The blob is not the be all end all. It trades staying power and massed guns for concentrated killing power and speed. If you leave them to be static units, you will be out maneuvered, but if you move when you should and shoot when something needs to die, your enemy will not be able to run circles around you like they would have you believe. 20 men is compact and managable, and multiples of that let's you be flexible, but very bad luck can see that squad vanish fast, to anything, so it better be supported. Where 30-40 men will out last almost anything, riding out bad luck with staying power.

The blob guard is more like a different army than a subset of the imperial guard. It needs to be balanced to take on all comers and then it will perform only as good as your playing ability can make it. And please, enoough blind loud rhetoric. That doesn't help anyone. If I've seen a single wolf lord termie with a TT/SS eat half a tyranid army for breakfast and end up unhurt only to see it charge 2 hive guard and roll 3 ones on it's saves and die before swinging, you better believe I've seen a blob eat and spit out close combat specialists and die in droves to the least close combat oriented units possible in back to back games.


Guard blobsquad army bad match ups @ 2012/04/25 04:28:27


Post by: General_Marshall


Ailaros wrote:
Joey wrote:Have we had a clear answer yet on how blobs can deal with MSU mech MEQ (the overwealming majority of armies out there)?
Pretty sure we haven't.

MSU isn't a problem for blob guard. Blobs are big enough that they can pretty easily multicharge stuff. This means lots of frag grenades against a transport wall, and it means that it's pretty easy to get a couple of units trapped in close combat where the blob uses its power weapons on one while the other is tarpitted, and then consolidating in and killing the other when it's done with the first.

The main problem with MSU armies is that none of their individual units are very durable (because they're SMALL units), which means that they are very vulnerable in situations where you get into a durability contest. This is especially true in an army that can pack enough firepower to be able to nearly wipe out any MSU unit with a single battle cannon shot (or whatever), leaving broken fragments of already small squads to get ground down easily in close combat.



I find MSU armies the worst for large guard units. I mean, five marines holding up 20 guardsmen? That could take out a flank and do who knows what. After that there's dreadnoughts (can kill 50 IG with little hassle), Purifiers and then that Necron lord who could take out all the troopers with one attack. I'm trying out a unit of twenty and a unit with thirty in a platoon, but I won't go any higher in a single squad.


Guard blobsquad army bad match ups @ 2012/04/25 05:15:35


Post by: ObliviousBlueCaboose


Well those 5 marines will not last more then one assualt round. Two are on average dead from the pw. The other three are dead from the 36 other attacks...

And a dred will tarpit a blob all game. Even a 21 man blob will last 5 rounds. Now the rediculous blood talons will wipe a blob.


Guard blobsquad army bad match ups @ 2012/04/25 00:12:00


Post by: Ailaros


General_Marshall wrote:I find MSU armies the worst for large guard units. I mean, five marines holding up 20 guardsmen?

They won't for long. As mentioned, just run the numbers. The only way a half a tac squad is being seriously disruptive to a blob is if they're insanely lucky (or the guard player rolls like I do with power weapons...)

General_Marshall wrote:That could take out a flank and do who knows what.

After they've killed a single 165 point unit? Well, that's what I've got the entire rest of my army for.

General_Marshall wrote:After that there's dreadnoughts (can kill 50 IG with little hassle)

But how long will it take them? If the close combat goes on to the end of the game, then it's a wash, pointswise. Plus, it's not like you can't see dreadnoughts getting close to your stuff and, for example, shoot them with meltaguns, or something in the rest of your army.

General_Marshall wrote:Purifiers and then that Necron lord who could take out all the troopers with one attack.

Every unit in the game has at least a couple of hard counters. If you take any unit in the game and put it up against one of its hard counters in a 1 vs 1 in a complete vacuum, of course it's going to lose. That doesn't mean it isn't a good unit overall.

kungfujew wrote:it has really devolved into a yelling match between people who clearly don't play blobs or don't play people who can fight blobs well.

Which is kind of funny, given that I got into playing blobs because of looking at the statistics and the kinds of odds that they run. You don't need to be able to play with blobs well to be able to see the usefulness of them, you've just got to be able to be objective enough to give them a proper look. Flimsy reasoning, logical fallacy, and bad math can make any good unit look bad (or bad unit look good, for that matter), but more objective thinking wins out in general, as it's designed to do.



Guard blobsquad army bad match ups @ 2012/04/25 22:08:04


Post by: BTNeophyte


How many weapons do blob guard bring to deal with land raiders? Most of the guard in my area play mech vets.

If they don't have much, I'm thinking Templars with mobs in LRCs benefitting from preferred enemy would work-If they do I would probably bring shooty termies with lots of assault cannons backed up by guys in rhinos


Guard blobsquad army bad match ups @ 2012/04/25 22:41:13


Post by: Joey


Meltaguns with BID, melta bombs, Vendettas in hybrid lists.


Guard blobsquad army bad match ups @ 2012/04/25 23:40:44


Post by: General_Marshall


Ailaros wrote:
General_Marshall wrote:I find MSU armies the worst for large guard units. I mean, five marines holding up 20 guardsmen?

They won't for long. As mentioned, just run the numbers. The only way a half a tac squad is being seriously disruptive to a blob is if they're insanely lucky (or the guard player rolls like I do with power weapons...)

General_Marshall wrote:That could take out a flank and do who knows what.

After they've killed a single 165 point unit? Well, that's what I've got the entire rest of my army for.

General_Marshall wrote:After that there's dreadnoughts (can kill 50 IG with little hassle)

But how long will it take them? If the close combat goes on to the end of the game, then it's a wash, pointswise. Plus, it's not like you can't see dreadnoughts getting close to your stuff and, for example, shoot them with meltaguns, or something in the rest of your army.

General_Marshall wrote:Purifiers and then that Necron lord who could take out all the troopers with one attack.

Every unit in the game has at least a couple of hard counters. If you take any unit in the game and put it up against one of its hard counters in a 1 vs 1 in a complete vacuum, of course it's going to lose. That doesn't mean it isn't a good unit overall.

kungfujew wrote:it has really devolved into a yelling match between people who clearly don't play blobs or don't play people who can fight blobs well.

Which is kind of funny, given that I got into playing blobs because of looking at the statistics and the kinds of odds that they run. You don't need to be able to play with blobs well to be able to see the usefulness of them, you've just got to be able to be objective enough to give them a proper look. Flimsy reasoning, logical fallacy, and bad math can make any good unit look bad (or bad unit look good, for that matter), but more objective thinking wins out in general, as it's designed to do.



Okay true, but in the land of the stormraven dropoff dreadnoughts do whatever they want most the time. I find power weapons a waste for guard, the only one in my army is the one my lord commissar has, and really, its worth next to nothing.


Guard blobsquad army bad match ups @ 2012/04/26 00:04:36


Post by: Je suis2 au hazard


General_Marshall wrote:
Ailaros wrote:
General_Marshall wrote:I find MSU armies the worst for large guard units. I mean, five marines holding up 20 guardsmen?

They won't for long. As mentioned, just run the numbers. The only way a half a tac squad is being seriously disruptive to a blob is if they're insanely lucky (or the guard player rolls like I do with power weapons...)

General_Marshall wrote:That could take out a flank and do who knows what.

After they've killed a single 165 point unit? Well, that's what I've got the entire rest of my army for.

General_Marshall wrote:After that there's dreadnoughts (can kill 50 IG with little hassle)

But how long will it take them? If the close combat goes on to the end of the game, then it's a wash, pointswise. Plus, it's not like you can't see dreadnoughts getting close to your stuff and, for example, shoot them with meltaguns, or something in the rest of your army.

General_Marshall wrote:Purifiers and then that Necron lord who could take out all the troopers with one attack.

Every unit in the game has at least a couple of hard counters. If you take any unit in the game and put it up against one of its hard counters in a 1 vs 1 in a complete vacuum, of course it's going to lose. That doesn't mean it isn't a good unit overall.

kungfujew wrote:it has really devolved into a yelling match between people who clearly don't play blobs or don't play people who can fight blobs well.

Which is kind of funny, given that I got into playing blobs because of looking at the statistics and the kinds of odds that they run. You don't need to be able to play with blobs well to be able to see the usefulness of them, you've just got to be able to be objective enough to give them a proper look. Flimsy reasoning, logical fallacy, and bad math can make any good unit look bad (or bad unit look good, for that matter), but more objective thinking wins out in general, as it's designed to do.



Okay true, but in the land of the stormraven dropoff dreadnoughts do whatever they want most the time. I find power weapons a waste for guard, the only one in my army is the one my lord commissar has, and really, its worth next to nothing.


Well for power blob, you get your sergeant, your commissars and everything with PW and you can get ~20 PW attack on the charge, plus like 80 normal attacks...

slightly off topic, but I've always wondered how a mega-kroot blob would do against a mega guard blob in CC? I'm thinking kroot would win...20 kroot with S4 WS4 3 attacks on the charge, plus one is a shaper meaning +2A +2W +Ld...12 hounds with 3 attacks on the charge S4 WS4 I5 and three krootox with S6 four attacks on the charge and multiple wounds...107 attacks on the charge, I think, with a third of that attacking before the guardsmen and everything being WS4 and 12 attacks wounding on 2+...

Then again...
Blob squad...


Guard blobsquad army bad match ups @ 2012/04/26 01:08:26


Post by: Ailaros


certainly A power weapon doesn't do much. What makes power blobs good is that you can take a couple of them and, more importantly, use them turn after turn to slowly grind your opponents down. Power blobs may not kill more than a couple of models in a single turn of close combat, but with all those abblative wounds and the commissar's leadership, they're going to be able to use those weapons for several turns.

Really, you can't think about power blobs like you might think of, say, khorne berzerkers - whose whole point is to be able to do a shocking amount of damage up-front to make up for their relative lack of staying power. Power blobs have a very different way of doing damage - they do it in the form of 40 power weapon attacks over two full game turns of close combat, rather than in the form of all their damage up front.

Like a lot of things in the guard, one of them isn't scary, but several of them applied turn over turn are lethal. Think of the as the DoT army. Well, a DoT army that also has the ability to apply enough up-front firepower to knock out your opponents toys (like stormravens) in the first couple of turns, forcing your opponent into a battle of attrition that they lose.





Guard blobsquad army bad match ups @ 2012/04/26 01:55:15


Post by: Je suis2 au hazard


Ailaros wrote:certainly A power weapon doesn't do much. What makes power blobs good is that you can take a couple of them and, more importantly, use them turn after turn to slowly grind your opponents down. Power blobs may not kill more than a couple of models in a single turn of close combat, but with all those abblative wounds and the commissar's leadership, they're going to be able to use those weapons for several turns.

Really, you can't think about power blobs like you might think of, say, khorne berzerkers - whose whole point is to be able to do a shocking amount of damage up-front to make up for their relative lack of staying power. Power blobs have a very different way of doing damage - they do it in the form of 40 power weapon attacks over two full game turns of close combat, rather than in the form of all their damage up front.

Like a lot of things in the guard, one of them isn't scary, but several of them applied turn over turn are lethal. Think of the as the DoT army. Well, a DoT army that also has the ability to apply enough up-front firepower to knock out your opponents toys (like stormravens) in the first couple of turns, forcing your opponent into a battle of attrition that they lose.


Against a tac squad, a charging maxed out powerblob can do at least as much up front damage as berserkers, the problem is that that's ~400 points or more, which, held up against berserkers charge to point ratio, is pathetic


Guard blobsquad army bad match ups @ 2012/04/26 02:43:38


Post by: -Nazdreg-


@Je suis2 au hazard

You didnt get the idea of Ailaros post, did you? Powerblobs dont work as shock infantry. They are good at attrition fights. So the first damage dealt is not most important. Khorne berzerkers are shock infantry. So you can't compare them like that.


Guard blobsquad army bad match ups @ 2012/04/26 03:06:02


Post by: Je suis2 au hazard


-Nazdreg- wrote:@Je suis2 au hazard

You didnt get the idea of Ailaros post, did you? Powerblobs dont work as shock infantry. They are good at attrition fights. So the first damage dealt is not most important. Khorne berzerkers are shock infantry. So you can't compare them like that.


I get the point. I am simply saying that they are not limited to attrition. 20 power attacks and 80 normal attacks on the charge can wipe out entire squads in a turn


Guard blobsquad army bad match ups @ 2012/04/26 03:52:23


Post by: Ailaros


Sure, and you can throw a priest or two in there and straken nearby, etc. to make them shock troops of sorts. The problem is that they're never going to be as shock as real shock troops.

Had they some way to charge from 18" away or had higher strength or initiative (or weapon skill), or something, then perhaps. Until then, if you want a proper shock troop, the guard are pretty much limited to rough riders.



Guard blobsquad army bad match ups @ 2012/04/26 04:04:43


Post by: General_Marshall


Ailaros wrote:Sure, and you can throw a priest or two in there and straken nearby, etc. to make them shock troops of sorts. The problem is that they're never going to be as shock as real shock troops.

Had they some way to charge from 18" away or had higher strength or initiative (or weapon skill), or something, then perhaps. Until then, if you want a proper shock troop, the guard are pretty much limited to rough riders.



Aye, but the point of priests and Straken is to help punch through weaker walls in the enemies defense, caused by a bit of battle cannon fire. This is the Imperial Guard, no one needs shock troops!


Guard blobsquad army bad match ups @ 2012/04/27 00:01:16


Post by: TheLionOfTheForest


Ogryns make great shock troops, and then they die. Did I mention that they also cost a lot, too much. I suppose in a fluffy themed army you could use ogryns as the shock troopers backed up by a guard power blob, but that is very situational and reliant on perfect delivery.


Guard blobsquad army bad match ups @ 2012/04/27 00:37:55


Post by: Ailaros


Ogryn are a lot better than all that, but they're not shock troops. What ogryn (led by a lord commissar) are is a condensed power blob. They do about as much damage in the shooting phase, and about as much damage in close combat, and are about as difficult to kill (fewer wounds with higher toughness), but they do it in a much smaller footprint, with better concentration of force. That and they also have a different kind of toughness profile, being more vulnerable to some types of weapons while being able to more or less shrug off other weapons that hurt blobs a lot more.

In any case, though, they're not shock troops. They don't have the mobility or up-front killing power. They kill much more like blobs.



Guard blobsquad army bad match ups @ 2012/04/27 01:20:20


Post by: General_Marshall


TheLionOfTheForest wrote:Ogryns make great shock troops, and then they die. Did I mention that they also cost a lot, too much. I suppose in a fluffy themed army you could use ogryns as the shock troopers backed up by a guard power blob, but that is very situational and reliant on perfect delivery.


Ogryns are under used. They are shock troopers in a sense, but they still need there targets to be shelled a little before commiting to an assault. That's atleast what I have found.


Automatically Appended Next Post:
Ailaros wrote:Ogryn are a lot better than all that, but they're not shock troops. What ogryn (led by a lord commissar) are is a condensed power blob. They do about as much damage in the shooting phase, and about as much damage in close combat, and are about as difficult to kill (fewer wounds with higher toughness), but they do it in a much smaller footprint, with better concentration of force. That and they also have a different kind of toughness profile, being more vulnerable to some types of weapons while being able to more or less shrug off other weapons that hurt blobs a lot more.

In any case, though, they're not shock troops. They don't have the mobility or up-front killing power. They kill much more like blobs.



Okay, you are right, they don't kill with power weapons, but four str 6 attacks each on the charge? They pound enemies to a pulp, who cares if a marine gets an armour save, its still being wounded on 2s.


Guard blobsquad army bad match ups @ 2012/04/27 01:45:06


Post by: Ailaros


General_Marshall wrote:Okay, you are right, they don't kill with power weapons, but four str 6 attacks each on the charge? They pound enemies to a pulp, who cares if a marine gets an armour save, its still being wounded on 2s.

Do the math, though. For the price of an ogryn, you could get 6 guardsmen. The ogryn gets 4 S6 attacks that stick .56 wounds on a space marine. 6 guardsmen on the charge get 12 S3 attacks that cause .66. Even when the ogryn get the charge, they're out-chopped by their points in guardsmen in bayonets. Off the charge, things get worse for the ogryn. The only thing that restores the balance killing-wise is that ogryn's guns are assault weapons, so they can shoot and still assault.

Ogryn are killy, but without the ability to charge from 18" away, or a WS or initiative better than your average marine, or some sort of power weapon, ogryn simply lack the up-front killing power to be a proper shock unit. Of course, ogryn are tough as nails and have stubborn and still have lots of medium-strength attacks after the charge, so in the end they're more like power blobs - outlasting their opponents and slowly grinding them down to defeat.




Guard blobsquad army bad match ups @ 2012/04/27 02:09:32


Post by: General_Marshall


Ailaros wrote:
General_Marshall wrote:Okay, you are right, they don't kill with power weapons, but four str 6 attacks each on the charge? They pound enemies to a pulp, who cares if a marine gets an armour save, its still being wounded on 2s.

Do the math, though. For the price of an ogryn, you could get 6 guardsmen. The ogryn gets 4 S6 attacks that stick .56 wounds on a space marine. 6 guardsmen on the charge get 12 S3 attacks that cause .66. Even when the ogryn get the charge, they're out-chopped by their points in guardsmen in bayonets. Off the charge, things get worse for the ogryn. The only thing that restores the balance killing-wise is that ogryn's guns are assault weapons, so they can shoot and still assault.

Ogryn are killy, but without the ability to charge from 18" away, or a WS or initiative better than your average marine, or some sort of power weapon, ogryn simply lack the up-front killing power to be a proper shock unit. Of course, ogryn are tough as nails and have stubborn and still have lots of medium-strength attacks after the charge, so in the end they're more like power blobs - outlasting their opponents and slowly grinding them down to defeat.




Okay, in theory, but math's not a sure way to test the worth of units. A number is a number, it having a high or low value doesn't matter, so in a sense, with dice you can't count on average rolls being average any more then them being high or low, unless you get into a lot of numbers, but still if using math was a way to win warhammer most of the time, I for one would not play it at all. I'll admit, it can help in some cases, but basing the game of pure math is a bunch of rubbish, if it was that way it would be two people with stats sheets reading off averages across a table. Once again not trying to sound rude.


Guard blobsquad army bad match ups @ 2012/04/27 02:15:16


Post by: Je suis2 au hazard


Mathhammer can yield surprising results, which can add a whole new tactical dimension, but I agree, there are factors BEYOND simply the statline, as literally every unit in the game has additional rules.

The fact that (my triple checked mathhammer revealed) Lysander will, on average, beat Marneus Calgar in assault does not necessarily mean he's better...except maybe points wise...


Guard blobsquad army bad match ups @ 2012/04/27 02:26:10


Post by: Ailaros


General_Marshall wrote:Okay, in theory, but math's not a sure way to test the worth of units.

Statistics are a way of objectively measuring the quality of things in 40k, and comparing them to other things.

If you have another way of objectively determining the quality of units, I'd like to hear it.



Guard blobsquad army bad match ups @ 2012/04/27 10:40:07


Post by: -Nazdreg-


Statistics are a way of objectively measuring the quality of things in 40k, and comparing them to other things.


Yep this is true. Math is a tool to judge force balances properly. (I have a squad of 20 guardsmen, I could assault 10 Marines, what will happen? Is the assault worth it? Do I need preparing fire? How much do I need to "adjust" the marines squads size? Can I detach some firepower to it?)
Math is also of good use when creating army lists. (Against what do I have to prepare my army and which tools (units, unit combinations) work best to deal with challenges I have to expect?)

But this math shouldnt reduce itself to strength and toughness. It is important that a unit can fulfil a certain task. If it reliably does this, the unit has quality. And the "task" is not necessarily: "Kill that specific unit". If it were so, we would see armies consisting of drop podding sternguard.

A good example is the ork buggy. An ork buggy has a quite reliable S8-weapon. But the weapon is not the only strength it has. It doesnt seem very durable (AV10 open topped) but in a squadron of 3 supported by a KFF it is very tough for a small number of points.
Now to the task. A buggy is a vehicle. A vehicle is impassable terrain, so if you create a buggy wall in front of a wagon/kan wall the buggy has a big task. He has to keep every enemy unit out of 6" of the battlewagons. Then the danger of getting meltad is close to 0. In addition they can shoot s8 shots on vehicles and block assault lines and movement possibilities. They are the flank guard of a possible offensive assault and buffer against enemy offensives (and a quite effective one I might add due to being a fast vehicle with a 4+ cover save regardless of terrain).
It increases its effectiveness in combination with battlewagons with assault units inside and Kans to provide s6 blast weapons and cc counter. If I would reduce the buggy to just a random unit with 3 tl rokkitz I wouldn't do them justice. Its quality goes beyond just shooting the weapon.


Guard blobsquad army bad match ups @ 2012/04/27 11:00:23


Post by: General_Marshall


Ailaros wrote:
General_Marshall wrote:Okay, in theory, but math's not a sure way to test the worth of units.

Statistics are a way of objectively measuring the quality of things in 40k, and comparing them to other things.

If you have another way of objectively determining the quality of units, I'd like to hear it.



Yeah, I buy it or proxy it, and play a few games with some friends to see how the unit works. If I like it or its fun, I keep it, if not I don't. More fun that way. Expecting certain resaults consistantlly (even poor ones) from units leads to failure.


Guard blobsquad army bad match ups @ 2012/04/27 11:12:29


Post by: skarousis


One thing many aren't taking into account here is the psychological factor that blobs play. Often when running my 31 man blob i'll get them locked into combat with a unit, and then the opposing general will actually send MORE units into combat in order to save the unit i already assaulted.

Now with my blob acting as a gravitational force it serves its purpose even if it probably gets wiped out, it keeps units tied up for a long duration while i handle the rest of the players army. And there is always the chance that the blob just outright wins via mass #'s.


Guard blobsquad army bad match ups @ 2012/04/27 12:59:49


Post by: Joey


General_Marshall wrote:
Ailaros wrote:
General_Marshall wrote:Okay, in theory, but math's not a sure way to test the worth of units.

Statistics are a way of objectively measuring the quality of things in 40k, and comparing them to other things.

If you have another way of objectively determining the quality of units, I'd like to hear it.



Yeah, I buy it or proxy it, and play a few games with some friends to see how the unit works. If I like it or its fun, I keep it, if not I don't. More fun that way. Expecting certain resaults consistantlly (even poor ones) from units leads to failure.

The only way of emulating maths' efficiency would be to play a few hundred games where the exact same situation cropped up every game.
Whereas maths takes what, a couple of minutes?
It's not maths vs experience. 40k is a numbers game, therefore, maths applies.


Guard blobsquad army bad match ups @ 2012/04/27 14:13:56


Post by: KplKeegan


Joey wrote:The only way of emulating maths' efficiency would be to play a few hundred games where the exact same situation cropped up every game.
Where as maths takes what, a couple of minutes?
It's not maths vs experience. 40k is a numbers game, therefore, maths applies.


IMHO, it takes both experience and math to make a decent army/list. Probability and statistics are great for the on-the-fly moments during a game, but the experience of using units should dictate the form of your army list. After reading Ailaros' reports, he pruned alot of units from his list because of bad experiences (Ogryns, Priests, etc.) and opted for units that fared better in his experience.

Probability in a vaccuum is rather pointless.

The other problem, I think, is that some players lean on math hammer too much and expect the law of averages to remain in their favor, which, majority of the time, doesn't happen. Then they're mystified on how a unit could do so poorly when, on paper, they're a competitive unit.

40K is a dice game, therefore, the math only goes so far before your luck decides for you.



Guard blobsquad army bad match ups @ 2012/04/27 14:25:05


Post by: grendel083


Maths is alright to give you a general idea of how a unit should preform, but in practise results will vary greatly.
20v10 on a charge looks good in numbers, but in reality it'll be more like 13v7 charging through cover of which 8 will make it into combat.

It is handy to know how a unit should preform in ideal circumstances, but you'll very rarely get that perfect charge.
So I agree with KplKeegan, both experiance and maths are needed.


Guard blobsquad army bad match ups @ 2012/04/27 15:07:36


Post by: Joey


KplKeegan wrote:
Joey wrote:The only way of emulating maths' efficiency would be to play a few hundred games where the exact same situation cropped up every game.
Where as maths takes what, a couple of minutes?
It's not maths vs experience. 40k is a numbers game, therefore, maths applies.


IMHO, it takes both experience and math to make a decent army/list. Probability and statistics are great for the on-the-fly moments during a game, but the experience of using units should dictate the form of your army list. After reading Ailaros' reports, he pruned alot of units from his list because of bad experiences (Ogryns, Priests, etc.) and opted for units that fared better in his experience.

Probability in a vaccuum is rather pointless.

The other problem, I think, is that some players lean on math hammer too much and expect the law of averages to remain in their favor, which, majority of the time, doesn't happen. Then they're mystified on how a unit could do so poorly when, on paper, they're a competitive unit.

40K is a dice game, therefore, the math only goes so far before your luck decides for you.

So? Yesterday my Vendetta shot at a tyrannofex. One shot hit, and failed to wound.
Does that mean the Vendetta is rubbish? Nope. I'm still going to take it, because statistically it deals a great deal of damage for what it costs.
I've also shot plasma vets before and had all three plasma guns get hot, die, then fail a morale check and run off the board. Does that mean I'm going to start taking penal legionairres instead? I doubt it.
I think people who poo-poo "mathhammer" probably don't understand probability too well. Which is cool, obviously.


Guard blobsquad army bad match ups @ 2012/04/27 15:29:36


Post by: -Nazdreg-


So? Yesterday my Vendetta shot at a tyrannofex. One shot hit, and failed to wound.
Does that mean the Vendetta is rubbish? Nope. I'm still going to take it, because statistically it deals a great deal of damage for what it costs.
I've also shot plasma vets before and had all three plasma guns get hot, die, then fail a morale check and run off the board. Does that mean I'm going to start taking penal legionairres instead? I doubt it.
I think people who poo-poo "mathhammer" probably don't understand probability too well. Which is cool, obviously.


It works the other way round too. Experience doesn't mean "from 5 out of 7 games my melta veteran squad killed more than one vehicle, they are invincible..."- rubbish.
Math is ONE tool to accomplish the goal of winning the game, but not THE tool. Math means only: Is unit X probably strong enough to deal with situation Y. Experience is: "Normally unit X would be strong enough but as dice are dice, lets have some assistance from unit Z in case unit X will fail and if Z will fail too I know that 2 turns later I will have another chance with unit P which is busy somewhere else at the moment and if X will succeed, unit Z can still be used in situation B to assist unit C and so on..."

Math clarifies probabilities and experience create possibilities.

It is one thing to know about your odds. Its another thing to shift your odds in your favour.


Guard blobsquad army bad match ups @ 2012/04/27 16:59:52


Post by: Ailaros


-Nazdreg- wrote:A good example is the ork buggy...

Sure, with statistics you still need to set up the parameters, and that can certainly make things complicated, still...

General_Marshall wrote:Yeah, I buy it or proxy it, and play a few games with some friends to see how the unit works. If I like it or its fun, I keep it, if not I don't. More fun that way. Expecting certain resaults consistantlly (even poor ones) from units leads to failure.
KplKeegan wrote:Probability in a vaccuum is rather pointless...
40K is a dice game, therefore, the math only goes so far before your luck decides for you.

... it's much better than a deeply flawed understanding of statistics.

Math is objective. "Oh, yeah, well once in my basement THIS happened!" isn't. A few games is nothing compared to the infinite sample size of statistics. The luck you have in a couple games means nothing to the luck I'm going to have in any given game.

Personal experience is subjective and any statements made therefrom are therefore subjective. Unless I have the exact same experiences that you have, the things you say are meaningless.

I mean, if you told me that you once had a single missile launcher HWS take down three land raiders in a single game, does that mean I should take missile launchers as the great destroyer of land raiders? If you tell me once that you had a squad of conscripts beat the crap out of a death company, should I expect my conscripts to do the same?

Without objectivity, we have no way to have meaningful conversations with people outside of our own frames of reference.




Guard blobsquad army bad match ups @ 2012/04/27 18:02:09


Post by: -Nazdreg-


Personal experience is subjective and any statements made therefrom are therefore subjective. Unless I have the exact same experiences that you have, the things you say are meaningless.

I mean, if you told me that you once had a single missile launcher HWS take down three land raiders in a single game, does that mean I should take missile launchers as the great destroyer of land raiders? If you tell me once that you had a squad of conscripts beat the crap out of a death company, should I expect my conscripts to do the same?

Without objectivity, we have no way to have meaningful conversations with people outside of our own frames of reference.


Well math is objective but not reliable in game. You cannot completely rely on a precalculated outcome. Its just impossible. And math is also completely meaningless if the calculations are made out of thin air. (yes, 10 meltaguns in an army will kill a Landraider if concentrated on him. But what happens if the 10 meltaguns never see that landraider?) So even the calculations are subjective. They are based on certain assumptions. If the assumptions work, all is fine, if not, the calculation is worthless. And those assumptions are damn subjective...

You cannot objectively precalculate a game, that is defined by the subjective physical shape of the table and the models and the subjective movement of the units interacting with it and each other.


Guard blobsquad army bad match ups @ 2012/04/27 18:02:32


Post by: KplKeegan


Ailaros wrote:I mean, if you told me that you once had a single missile launcher HWS take down three land raiders in a single game, does that mean I should take missile launchers as the great destroyer of land raiders? If you tell me once that you had a squad of conscripts beat the crap out of a death company, should I expect my conscripts to do the same?

Without objectivity, we have no way to have meaningful conversations with people outside of our own frames of reference.


Exaggerate more please. No one has made such out-landish claims (at least none that I've seen).

Experience and Math are far more objective, more reliable then straight up, made-in-the-vaccuum statistics. Many players come to the Tactica section to learn from experienced players, not just their math.

... it's much better than a deeply flawed understanding of statistics.


If you'd bother reading the rest of my post, I use Math-Hammer in game, not outside of it.


Guard blobsquad army bad match ups @ 2012/04/27 18:19:23


Post by: Ailaros


KplKeegan wrote:If you'd bother reading the rest of my post, I use Math-Hammer in game, not outside of it.

People can use tools without understanding them.

KplKeegan wrote:Experience and Math are far more objective, more reliable then straight up, made-in-the-vaccuum statistics.

What does the word objective mean to you? In my world, a data set taken from a single subject is subjective. Objectivity refers to things which can be true, independent of a specific subject.

Bringing in personal experience pollutes otherwise objective means of communicating with subjective anecdotes. Why is that superior?

-Nazdreg- wrote:You cannot objectively precalculate a game, that is defined by the subjective physical shape of the table and the models and the subjective movement of the units interacting with it and each other.

At no point have I claimed that statistics will tell you what the results of any particular die roll will be. Neither, I should note, can "experience".

-Nazdreg- wrote:Well math is objective but not reliable in game. You cannot completely rely on a precalculated outcome.

I think this misses the core mechanic of 40k, though. 40k is a game where you roll dice to determine the outcome of individual events, and thus the outcome of the game as a whole. Randomness can't be predicted, but it can be understood. Understanding the odds you're playing in a game of chance is the very definition of player skill in such a game.

Everything else in the game from movement to target prioritization, etc., is all about manipulating your environment so that you're more exactly playing the odds that you want to play. To dismiss understanding odds dismisses the core principle to competitive play in a game of 40k. It would be like playing blackjack without counting cards, or like playing poker without knowing the odds of various hands coming up. It is certainly possible to win games of craps or blackjack without knowing the math, but to dismiss the understanding of math as irrelevant in a game of chance is more than a little silly.

Statistics give us a framework in which to objectively assess things in 40k, and be able to have meaningful dialogue about the odds we play when we put down minis and pick up dice. I'd really like to see something that is a better means to these ends.






Guard blobsquad army bad match ups @ 2012/04/27 18:35:36


Post by: KplKeegan


Ailaros wrote:
KplKeegan wrote:If you'd bother reading the rest of my post, I use Math-Hammer in game, not outside of it.

People can use tools without understanding them.


So I'm incapable of understanding probability during a game? Your arrogance is staggering.


KplKeegan wrote:Experience and Math are far more objective, more reliable then straight up, made-in-the-vaccuum statistics.

Bringing in personal experience pollutes otherwise objective means of communicating with subjective anecdotes. Why is that superior?


Because players have actually fielded these units within a complimenting army. They've done the math and deployed them, so there input is far more valuable than doing the calculations yourself. That's why I would refer to you for advice on Guard Blobs and not Leman Russes, because you're experienced with the former and not the latter...


Guard blobsquad army bad match ups @ 2012/04/27 18:44:13


Post by: -Nazdreg-


I think this misses the core mechanic of 40k, though. 40k is a game where you roll dice to determine the outcome of individual events, and thus the outcome of the game as a whole.


I would dare to question that. Objectively it is not necessary to roll a single dice to complete an objective marker based mission. That is a fact. So the game is not based on dice rolls. Dice rolls are a common tool to achieve certain objectives, but certainly not the only one. In unit vs unit encounters I need to calculate my probable dice rolls, yes, but as dice rolls are unreliable, the better approach would be to concentrate on things that are under your full control with no randomness (unless you choose to include randomness due to dt tests or the like): Movement and Deployment.
Of course if you count distances in the math calculation then you cant get really away from math, but you certainly can avoid uncertain dice rolls by either not rolling them or when you roll them you shouldnt be dependent on them. They should rather alter your actions.

So the plan shouldnt be: when action 1 happens, it must work.
The plan should be: when action 1 works, I do X, when action 1 doesnt work, I do Y.



Guard blobsquad army bad match ups @ 2012/04/27 20:12:16


Post by: Joey


I have a friend who plays 40k who literally ignores maths when he plays.
Is he a bad 40k player? Not at all. He thinks, strategises, forms complicated plans etc.
Is it as efficient as my maths-based approach? Hard to tell since he plays eldar
Anyway, some people perceive the world and information in a more mathematic way than other people.
The human mind is a complicated and subtle mechanism - no two are ever completely the same, and the world is a richer place for it. So what if some people can't see the merits of mathematics in list-building (I find it only occasionally useful in battle). I can't see the merits of a more "holistic" approach either, but the only way we'd find out is through battling. Needless to say, you'd probably win.


Guard blobsquad army bad match ups @ 2012/04/27 22:12:40


Post by: Jihallah


Joey wrote:I have a friend who plays 40k who literally ignores maths when he plays.
Is he a bad 40k player? Not at all. He thinks, strategises, forms complicated plans etc.
Is it as efficient as my maths-based approach? Hard to tell since he plays eldar

If your friend didn't ignore the math and spent a small amount of time checking it out, he would have a much greater understanding and would present much more of a challenge to you

Arguments about strategy vs maths is silly, since you are making strategies involving a bunch of maths. Although i bet you friend thinks things like "I don't need to do the math on 5 fire dragons firing into a dreadnought. I know whats going to happen", which I approve of the math is...more of a guideline really


Guard blobsquad army bad match ups @ 2012/04/27 22:40:31


Post by: Ailaros


KplKeegan wrote:Because players have actually fielded these units

I'm still waiting for why we should make decisions based on small, anecdotal data sets.

Joey wrote:I have a friend who plays 40k who literally ignores maths when he plays.
Is he a bad 40k player? Not at all. He thinks, strategises, forms complicated plans etc.
Is it as efficient as my maths-based approach? Hard to tell since he plays eldar

Right, you can use something akin a scientific method here. Playing game after game to discover the principles of the game inductively by accident.

The problem is that it's difficult to talk objectively about things without the same data set, and I'd think it would be difficult to prove that this method is as efficient or comprehensive.

@ Nazdreg - yes, what you're talking about is the more nuianced way of looking at things. Player skill is playing the odds the way you want, but when that impacts the peculiarities of 40k, you have peculiar player skill. For example, movement is a part of the game of 40k because weapons have certain ranges, and if your weapon is out of range, the odds that you'll kill something are 0%. If that's not the odds you want to play, then you need to move your units to increase the odds to the level you want to play them at.

In the end, though, you've got to kill your opponent's stuff in order to be able to win a game of 40k. You can't win KP missions without killing stuff, and you can't win objectives missions without killing your opponent's stuff off of their objectives. In the end, you can't win a game of 40k without at some point rolling dice.

Playing those odds, especially against another good odds player, can be somewhat tricky, as it requires a good list, proper deployment, good movement, good target prioritization, etc. Once you learn the basics of the game, though, it all rather quickly devolves to the dice determining the games.



Guard blobsquad army bad match ups @ 2012/04/28 15:07:21


Post by: KplKeegan


Ailaros wrote:
KplKeegan wrote:Because players have actually fielded these units

I'm still waiting for why we should make decisions based on small, anecdotal data sets.


Because a list comprised of statistics without experience is a Net List, and Net Lists don't fare well against experienced and math savvy players.


Guard blobsquad army bad match ups @ 2012/04/29 07:41:53


Post by: schadenfreude


Starting to think one of the worst case scenarios for a blob army would be a Quad ML havoc squad backed with a lash prince.

After clustering 25mm figures it's easy to catch 13 per small blast template. 4 frag missiles dishing out 39 hits=26 wounds with no armor save. Cluster the commissar, power weapons, and special weapons all next to each other so that the first wave of blast templates doesn't completely disperse the squad. Either the power weapons die, or the squad remains clustered. Hit the remaining members with a TL rhino based havoc launcher.

Problems with the csm lash list is it usually has oblits instead, and a pair of plasma cannons is far less scary to guardsmen than 4 frag missiles. S5 TL havoc ML on rhinos is also uncommon.