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![[Post New]](/s/i/i.gif) 2011/01/09 03:50:58
Subject: How Do You Blob?
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Calm Celestian
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I'm interested in hearing how IG players build and use blobs. How many blobs, how many squads per blob, what weapons and upgrades, tactics, whatever you're willing to share.
Personally, I've been playing IG only a few months, and my blobbing experience is limited. I started at two squads, but found I like three better. I've not tried four, but I think it might be too many. My blob has carried melta guns from the start and they have given good results.
Recently, I've been playing a power blob, and I like the power blob. Al'Rahem makes the power blob even nicer. My sergeants have carried melta bombs for some time now, and I wouldn't leave home without them.
Now that I'm getting close to having the collection of models I need for it, I'm considering more blobs. I'm thinking either another three-squad power blob, or maybe two, two-squad, power blobs.
At any rate, I'd like to hear anything you'd like to share about your blobs.
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![[Post New]](/s/i/i.gif) 2011/01/09 03:53:34
Subject: How Do You Blob?
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Renegade Inquisitor de Marche
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I've seen a 5 squad blob with commisars and power swords... it was beautiful... and got shelled to oblivion in turn 1-2
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![[Post New]](/s/i/i.gif) 2011/01/09 04:39:53
Subject: How Do You Blob?
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Mighty Gouge-Horn
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personally I would go with 3 squads, with either GL or MG, all sgt's with PW maybe melta-bombs, 1-3 Commissars with PW and possibly a Priest.
That should be in the vicinity of 300-420. It really just depends how much you want to spend and what you want them to do.
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![[Post New]](/s/i/i.gif) 2011/01/09 04:57:05
Subject: How Do You Blob?
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Decrepit Dakkanaut
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The more blobs the better. They can be kitted to handle most unit types in the game while being tough to kill and scoring.
Personally, I've basically only ever run 20-man power blobs with a sprinkling of priests, and they've done well for me so far. Meltabombs are usually included, even if they don't necessarily do all that much.
Basically, you put them on the field and charge. Only in certain circumstances is more finesse required (like against BA or Orks).
At some point, I'd like to see someone run a plasma blob (all special weapon slots have plasma guns and the sarges all have plasma pistols), as the theoretical damage output is intense.
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![[Post New]](/s/i/i.gif) 2011/01/09 05:12:43
Subject: How Do You Blob?
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Dakka Veteran
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plasma blob? idk if I'd like that. 3 pgs, and 4 plasma pistols would only kill 4.1 marines. and thats at 12 inch rf. I think power blobs are just much more efficient.
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![[Post New]](/s/i/i.gif) 2011/01/09 05:32:38
Subject: How Do You Blob?
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Conniving Informer
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Personally, I would take plasma over melta if I had the points and other anti-tank-ish elsewhere. I would rather have two shots at 7, 2 than one at 8, 2, especially if we're stuck in a chimera. Sure, double strength against marines is really nice, but I would much rather have the possibility of causing two wounds (which in most cases are insta-death, looking through all the codi) than one insta-death. In all of the times I've used them (today, in two games, in fact) it has yet to fail to me in any way as being an effective Marine/Eldar/Whatever-killer. However, I do admit that I've found power blobs to be more consistent with the kill-ness, and recommend it highly.
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This message was edited 1 time. Last update was at 2011/01/09 05:34:40
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![[Post New]](/s/i/i.gif) 2011/01/09 06:12:52
Subject: How Do You Blob?
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Decrepit Dakkanaut
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well, the deal with plasma blobs is that they actually benefit from FRF and BiD.
For example, a 20-dude plasma blob costs 185 points and with FRF against marines it puts down 5 marines or 3 termies with a single volley, and with the commissar, they'll still have some close combat ability to drag down the rest if they get charged by the survivors. Likewise, with BiD, the blob puts 4 wounds on a tervigon, which is no small feat for a single round of shooting by some guardsmen. Plus, unlike SWSs, the commissar makes it so that they actually pass the orders.
Also, unlike with power blobs, plasma blobs can engage things 24" away if you so desire.
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This message was edited 1 time. Last update was at 2011/01/09 06:13:29
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![[Post New]](/s/i/i.gif) 2011/01/09 06:38:26
Subject: Re:How Do You Blob?
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Steadfast Grey Hunter
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I tend to run one with 3 squads, and 3 AC teams, 3 Plasma, power weapons for the SGT's/Commissar... Not cheap, but it's a good "gun line" to protect the vehicles, and it takes down Rhino hulls/deep strikers that hit close to my lines pretty well...
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![[Post New]](/s/i/i.gif) 2011/01/09 09:59:49
Subject: How Do You Blob?
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Stormin' Stompa
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When blobbing I tend to use the Search Function.
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2011/01/09 12:13:36
Subject: How Do You Blob?
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Cosmic Joe
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I run a single platoon consisting of two 20 man AC/GL blobs with commisars, which serves to order around and meatshield the artillery section of my list while the mobile assets maneuver to better possitons. It also allows for the sneaky trick of allocating an (prefferably power weapon) attack on the commisar on the enemy turn if you believe te blob won't be able to hold for another turn, you do not want them braking on your turn.
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This message was edited 1 time. Last update was at 2011/01/09 12:15:56
Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 12:31:40
Subject: Re:How Do You Blob?
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Preacher of the Emperor
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i use blobs of 20-30 guys. This way you have enough ablative wounds, and your footprint isn't so big it becomes difficult to move.
I usually just give them powerweapons and meltabombs.
I usually storm them down the field. Trying to use cover. (4+ cover saves FTW) And behind them are the platoon command squads giving the MMM order.
Trying to close the gap as fast as possible. And also trying to push him to one of the table sides. So that Al'rahem and his blob can do a sneaky suprise attack.
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![[Post New]](/s/i/i.gif) 2011/01/09 12:40:10
Subject: Re:How Do You Blob?
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Cosmic Joe
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Well from reading this thread it would seem blobs have at least 2 uses.
Rushing in great numbers to hit stuff with powerweapons.
And acting as an anchor to keep immobile assets from getting charged.
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This message was edited 1 time. Last update was at 2011/01/09 12:48:02
Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 12:56:33
Subject: Re:How Do You Blob?
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Preacher of the Emperor
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HoverBoy wrote:Well from reading this thread it would seem blobs have at least 2 uses.
Rushing in great numbers to hit stuff with powerweapons.
And acting as an anchor to keep immobile assets from getting charged.
Also if you play footguard. almost all your units are scoring.
Wich is great, cause most meq armies only have around 3 troop choices. Kill those and you win.
While the enemy has to kill almost your entire army, to make sure you can't score.
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![[Post New]](/s/i/i.gif) 2011/01/09 13:00:18
Subject: Re:How Do You Blob?
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Rough Rider with Boomstick
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HoverBoy wrote:Well from reading this thread it would seem blobs have at least 2 uses.
Rushing in great numbers to hit stuff with powerweapons.
And acting as an anchor to keep immobile assets from getting charged.
I prefer the first option, which is why I my outflanking platoon has the squads blobbed with a commissar. I use just 2, with the obligatory power weapons. I equip them with GL's, as it has the best range. Recently I gave the sergeants also plasma pistols, and still had 1 squad pack a autocannon (it used to be both squads had AC's) just in case the turn after it enters I need to shoot something far away. The "Like the wind" command ensures that I can shoot then move d6 after, so they retain a bit of mobility.
I've previously tried blobbing the firebase squads with a commissar and PWs, but I found the points for PW and the commissar wasted as several games the firebase ends up untouched.... so blobbing these squads depend on the circumstances and scenario...
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![[Post New]](/s/i/i.gif) 2011/01/09 13:04:01
Subject: How Do You Blob?
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Cosmic Joe
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Yea i never PW firebase squads, instead opting to brake them on demand when needed so the enemy is open to shoot at after.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 13:38:51
Subject: How Do You Blob?
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Deadshot Weapon Moderati
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Hmm, could some explain to me what a blob is? i'v just started Guard myself, after switching from Craftworld Eldar, and i havn't a clue about this terminology.
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![[Post New]](/s/i/i.gif) 2011/01/09 14:11:28
Subject: How Do You Blob?
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Cosmic Joe
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sphynx wrote:Hmm, could some explain to me what a blob is? i'v just started Guard myself, after switching from Craftworld Eldar, and i havn't a clue about this terminology.
It's a term used to describe several Platton Infantry Squads that have been merged together to form a bigger unit.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 14:57:01
Subject: How Do You Blob?
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Deadshot Weapon Moderati
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HoverBoy wrote:sphynx wrote:Hmm, could some explain to me what a blob is? i'v just started Guard myself, after switching from Craftworld Eldar, and i havn't a clue about this terminology.
It's a term used to describe several Platton Infantry Squads that have been merged together to form a bigger unit.
Cheers matey, i get you now.
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![[Post New]](/s/i/i.gif) 2011/01/09 16:17:50
Subject: How Do You Blob?
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Stalwart Veteran Guard Sergeant
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Ailaros wrote:well, the deal with plasma blobs is that they actually benefit from FRF and BiD.
For example, a 20-dude plasma blob costs 185 points and with FRF against marines it puts down 5 marines or 3 termies with a single volley, and with the commissar
Plasma doesn't benefit from FRF. Rule specifically states that it's Lasguns only doesn't it? It does benifit from BID though.
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Frogstar 101st Mechanized Guard |
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![[Post New]](/s/i/i.gif) 2011/01/09 16:22:42
Subject: How Do You Blob?
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Hardened Veteran Guardsman
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Leprousy wrote:Ailaros wrote:well, the deal with plasma blobs is that they actually benefit from FRF and BiD.
For example, a 20-dude plasma blob costs 185 points and with FRF against marines it puts down 5 marines or 3 termies with a single volley, and with the commissar
Plasma doesn't benefit from FRF. Rule specifically states that it's Lasguns only doesn't it? It does benifit from BID though.
I am 99 percent sure this is right
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![[Post New]](/s/i/i.gif) 2011/01/09 16:56:21
Subject: How Do You Blob?
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Mysterious Techpriest
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I don't think he factored in the plasma guns as getting an extra shot there (because they don't), since 4-5 wounds is what the lasguns alone will drop out to 24" with FRF, and the plasma guns will inflict about one wound, so about five wounds against a tac squad in all (and 2-3 against terminators, I believe). So the blob does benefit, since the plasma can fire out to the same ranges as the lasgun (meaning an extra wound), and up close they'll still benefit because it's firing two shots instead of one (although it does have that nasty 16.8% chance of killing its user...). Up close it'll inflict something like ten... Lasguns really aren't the joke most people make them out to be, I've downed chapter masters (well, a chapter master, once; and I believe that's the only time I've played against vanilla marines) with vet squads before.
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![[Post New]](/s/i/i.gif) 2011/01/09 17:10:33
Subject: How Do You Blob?
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Rough Rider with Boomstick
Champaign, IL
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Ashryu wrote:Leprousy wrote:Ailaros wrote:well, the deal with plasma blobs is that they actually benefit from FRF and BiD.
For example, a 20-dude plasma blob costs 185 points and with FRF against marines it puts down 5 marines or 3 termies with a single volley, and with the commissar
Plasma doesn't benefit from FRF. Rule specifically states that it's Lasguns only doesn't it? It does benifit from BID though.
I am 99 percent sure this is right
True, the plasmas don't get extra shots. But the other 18 guys that all have the same range do.
I've been giving thought to power blobs lately, and I've come up with some thoughts:
A basic power blob is 165 points. That's 21 guys, three power weapons, and a commissar. That is all you need. Take multiple 21-man units.
Never add heavy weapons to a power blob, they will slow you down, or never get fired. Either way, you're only losing functionality, not gaining anything. If you want heavy weapons, there are HWSs for that.
Don't take special weapons. If you must, take flamers. First off, BS 3 sucks. Second, you only get two special weapons in a sea of guys. Again, there are SWS for that. Let the power blob run and charge and not worry about doing other things, except an occasional FRFSRF if the situation calls for it.
The main reason for those statements is that field positioning is huge. You really need the charge against most opponents, in order to come out intact. So if you're distracted by your shiny gun and what it can do, you're likely to move to get the 10 point melta to work instead of the 165 point group of dudes with bayonets.
After getting enough 165 point blobs to fill your list out, add priests. Rerolls are amazing, and Eviscerators add a good option for anti-tank, instead of just Frag grenades (which work better than you think with up to 21 of them). If you're really worried about vehicles, meltabombs wouldn't be horrible, but only if you have points left over. There are other units that should be taking care of them, in general.
The blessing of IG is that we can take effective units on the cheap. The curse is all of the mostly useless upgrades that get heaped on, and really don't add anything. Say you have three blobs, and you take meltas and autocannons with them. That's the same cost as two Priests with Eviscerators. What's better, a few BS 3 shots that provide a small chance at secondary function, or rerolls that make your primary function 150% as effective? (pst, it's the rerolls)
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Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you think before you comment or post.
I'm on a computer. |
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![[Post New]](/s/i/i.gif) 2011/01/09 21:11:13
Subject: How Do You Blob?
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Lone Wolf Sentinel Pilot
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ElCheezus wrote:Never add heavy weapons to a power blob, they will slow you down, or never get fired. Either way, you're only losing functionality, not gaining anything. If you want heavy weapons, there are HWSs for that.
Normally I'd agree. However, if you have one or two mortar HWTs in that blob the massive base would allow a lot more Guardsman to make it into B2B and thus contribute to the assault. You would put the HWT right at the front of the blob allowing a ton more models to get within 2" and use their attacks on that all-important re-roll assault. Is it worth the points? No idea, I don't run blobs, but its an idea that might be worth pursuing.
ElCheezus wrote:The blessing of IG is that we can take effective units on the cheap. The curse is all of the mostly useless upgrades that get heaped on, and really don't add anything. Say you have three blobs, and you take meltas and autocannons with them. That's the same cost as two Priests with Eviscerators. What's better, a few BS 3 shots that provide a small chance at secondary function, or rerolls that make your primary function 150% as effective? (pst, it's the rerolls)
Erm...I think you're mixing up unit roles here and demonising upgrades because it doesn't suit the role you want. Sure, if you're running power blobs then there is little to no point in including special/heavy weapons (other than the reason I mentioned previously). But in the same train of thought, if I want to run a gunline blob what would be better, a re-roll on an assault that I will never use, or 6 S7 shots coupled with 3 x meltaguns that can be ordered at Ld9? (pst, it's the firepower)
You see how the role of a particular unit can determine whether an upgrade is 'useless' or not? So please don't be so quick to disregard options out of hand without any thought as to how thhey may be used in alternative circumstances. Just because power blobs are the flavour of the month so far does not mean that gunline blobs aren't just as viable, they simply fulfill different roles within their respective IG armies.
L. Wrex
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![[Post New]](/s/i/i.gif) 2011/01/09 21:44:49
Subject: How Do You Blob?
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Cosmic Joe
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I tried power blobs for a game, it may be the fact i didn't use hydras or any the named charracters but they did not doo too well for me.
Oh wait now i remember why they sucked, it was the nid's fault... darn homagaunts grumble grumble...
Power blobs can only handle MEQ is what i'm sayin.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:02:30
Subject: How Do You Blob?
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Longtime Dakkanaut
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The way I see it there are 3 good roles for the blob: Power Blob, Heavy Weapon Blob, and Objective-Sitting Blob. Power blobs need freedom to maneuvre, to make sure they make those PW's count. Heavy Weapon blobs need good cover and good firing lanes to make the HW's count. The HW Blob and Objective-Sitting Blob could be the same thing, but a HW blob doesn't necessarily need specials as the primary function is to protect heavy weapons (read: lascannons). The OS blob could be armed to taste or just kept dirt cheap, to make every ounce of fire they soak up count. Objectives will not always be the best place to deploy heavy weapons.
One thing I don't think the blob is very good at is bubblewrap. It's too easy to hit that big target with an assault of the enemy's choice, and once that happens, pile-in moves pull the men away from places you had protection. In addition, LoS is now blocked through the blob (not a problem for turrets, but other infantry). Being stubborn with alot of wounds means they will likely stick around, protecting the enemy unit from fire on your next turn with the possibility you'll break, leaving them free to move on their turn. If you want them to break, and put a wound on the commie, well what did you bring him for in the first place? Now 20 guys are dead instead of 10, with 10 more still on the board. If you ever have to move a vehicle, you have to shift 2 squads instead of one (not as big of a problem if there are no HW, but still not as simple as a 10 man). 10 man squads are superior if all you want is bubblewrap, imo.
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This message was edited 1 time. Last update was at 2011/01/09 22:02:44
Fun and Fluff for the Win! |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:18:46
Subject: How Do You Blob?
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Cosmic Joe
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Seriously murdog? Oh noez your blob is stubborn and won't brake when you want it to!!!
What part of breakable on demand didn't i make clear
5+ armor means that even one save usually kills the commie, the natural result of this is that you can literally choose when the blob breaks trough allocation.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:27:08
Subject: How Do You Blob?
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Rough Rider with Boomstick
Champaign, IL
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Lycaeus Wrex wrote:ElCheezus wrote:Never add heavy weapons to a power blob, they will slow you down, or never get fired. Either way, you're only losing functionality, not gaining anything. If you want heavy weapons, there are HWSs for that.
Normally I'd agree. However, if you have one or two mortar HWTs in that blob the massive base would allow a lot more Guardsman to make it into B2B and thus contribute to the assault. You would put the HWT right at the front of the blob allowing a ton more models to get within 2" and use their attacks on that all-important re-roll assault. Is it worth the points? No idea, I don't run blobs, but its an idea that might be worth pursuing.
ElCheezus wrote:The blessing of IG is that we can take effective units on the cheap. The curse is all of the mostly useless upgrades that get heaped on, and really don't add anything. Say you have three blobs, and you take meltas and autocannons with them. That's the same cost as two Priests with Eviscerators. What's better, a few BS 3 shots that provide a small chance at secondary function, or rerolls that make your primary function 150% as effective? (pst, it's the rerolls)
Erm...I think you're mixing up unit roles here and demonising upgrades because it doesn't suit the role you want. Sure, if you're running power blobs then there is little to no point in including special/heavy weapons (other than the reason I mentioned previously). But in the same train of thought, if I want to run a gunline blob what would be better, a re-roll on an assault that I will never use, or 6 S7 shots coupled with 3 x meltaguns that can be ordered at Ld9? (pst, it's the firepower)
You see how the role of a particular unit can determine whether an upgrade is 'useless' or not? So please don't be so quick to disregard options out of hand without any thought as to how thhey may be used in alternative circumstances. Just because power blobs are the flavour of the month so far does not mean that gunline blobs aren't just as viable, they simply fulfill different roles within their respective IG armies.
L. Wrex
My entire post was centered around power blobs, which is why I kept referencing them. Yes, heavy weapons and specials have a place in gunline blobs. Of course, I'm far from convinced that they're worth anything, but haven't investigated that as much.
As for the utility of a large base, I don't think its worth paying for. The extra attacks from regular guardsmen are pretty inconsequential. The teeth of a power blob are the guys with the power weapons. The rest of the guys help a little, but its not worth buying something to get them into combat.
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Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you think before you comment or post.
I'm on a computer. |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:31:56
Subject: How Do You Blob?
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Longtime Dakkanaut
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HoverBoy wrote:Seriously murdog? Oh noez your blob is stubborn and won't brake when you want it to!!!
What part of breakable on demand didn't i make clear
5+ armor means that even one save usually kills the commie, the natural result of this is that you can literally choose when the blob breaks trough allocation.
I hear what your saying, I realize you can get the blob to break (almost) whenever you want. My point is, then why did you bother bringing a commissar and putting 20 guys in one squad? I'm just saying if you pay for a commissar, you should give him a mission where 'wanting to run' isn't going to be in the cards. Ever. Just my opinion.
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This message was edited 1 time. Last update was at 2011/01/09 22:33:09
Fun and Fluff for the Win! |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:34:23
Subject: How Do You Blob?
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Cosmic Joe
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You seem to be under the wrong assumption troops aren't expendable to the iperium, if you're gonna run guard you better knock that off
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/01/09 22:44:22
Subject: Re:How Do You Blob?
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Fixture of Dakka
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I like to use a 30-man objective sitting blob with two autocannons and a commissar. Depending on the situation, their mission varies:
1) They can sit on my Capture and Control objective while sniping with autocannons and BiD at long range. If the enemy gets closer with infantry then it's time for FrF.
2) Against shooty enemies, I use "Incoming" to give the blob a better cover save to ensure they stay on my objective(s) to the bitter end.
3) If the enemy has sneaky infiltrators (Space Orks, I'm looking at you!  ), then I may block off my "Corner Castle" of artillery with the blob squad
The rest of my army is all mech or artillery so the blob squad gets a lot of lovin' early in the game...then the enemy realizes I've got five or six Chimeras barrelling in on his objectives.
The best case is that the blob squad holds my objective throughout the game. The worst case is that the enemy wastes a lot of firepower killing the blob squad and then realizes that the Chimera sitting nearby has a Platoon Command Squad inside which is still alive at the end of the game and within 3 inches of the objective. I've rarely seen any assault troops reach my blob squad since my opponents are usually too preoccupied with the rest of my army because it is attacking their objectives.
I will need many more games to determine whether I keep the blob squad as is but right now it seems to be working very well.
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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