Terminus wrote:schadenfreude wrote:BloodThirSTAR wrote:I don't think it's accurate to assume in general versus a good opponent you're going to be able to charge two full assault squads into one unit. It's nice when you can but purely situational in my mind.
Why not?
2 blobs+2pcs>2 assault squads+ priest in points.
You are not making any damn sense whatsoever.
First, the PCSs are completely different units doing completely different things (like slagging your armor) in a completely different part of the table. How do they figure into the equation?
Second, you are still dedicating two assault units and a character (about 500 points) against one ~225 point blob.
Third, by doing the above you are exposing yourself to counter-shooting from the whole
IG gunline and maybe even counter-assault by the other blob. Expect to lose most of your attack force, if not all of it.
Fact remains, multiple charges are a rare opportunity/occurrence.
The average cost of 30 man blob is going to be closer to 250 once special weapons are added, but I'll say 225 for the sake of argument..
Why fight 225 points with 225 points when you can fight 225 points with 500 points?
The same logic goes for fighting space marines. A squad of
CSM, Codex
tac marines, or grey hunters costs about as much as an assault squad. Why would a
BA player ever engage them in a fair 1 on 1 fight when they have the speed and maneuverability to double team them.
If a
BA player can steamroll 225 points with 500 points 3 times across the table that means 1500 points just wiped 675 points from the table. Now the
IG player will need to kills 30 assault marines in the next shooting phase (with 675 points gone from his army) to keep up with the
BA player's assault phase.
Furthermore why would a
BA army ever go into
CC without a priest? A priest should always be in the equation unless the
BA player is sloppy and gets his priest killed, and once the priests are dead a
BA army is no longer a
BA army, it's just a codex army painted red with assault squads as scoring units.
Blobs are fat, slow, and difficult to maneuver. If a
BA player can't get a multi charge on one the
BA player isn't a very good player.
Blobs are fat, slow, and difficult to maneuver. Given the massive size of a blob's footprint it's very likely that the next blob will be >12" after consolidation moves are finished. Even if a blob does get off a charge it's probably going to be into a combat squad, or the squad without the priest but still in the priest's 6" bubble. Net result should come to about 5 dead marines (3pw and 2 normal wounds, if
IG gets lucky and scores 4
pw wounds they all go on 2 melta guns and it drops to 2 dead from
pw and 2 dead from regular) and 7 dead guardsmen. Then the blob gets counter charged by 15 more assault marines and die in a single round of combat. Net result is the
BA traded 100 points of assault marines for 450 points in blobs.
Terminus wrote:The average mech IG army will have more tanks than the BA player will have melta guns. Maybe 2x as many tanks.
Mech
IG is an entirely different beast. Once assault marines get into a parking lot it gets ugly as the charge is deadlier than the melta guns.
Melta 2 shots=1.33 hits=1.16 ugly pen
Multi charge 25 regular
str 5
CC attacks against multiple vehicles=12.5 hits=2 pens and 2 glances spread out across multiple vehicles (say 5). That probably means 3 of them will not shoot in the next shooting phase, and any immobilized/stunned results are really bad news.
3 S9 Pfist attacks=1.5 hits that glance on a 1 pen on a 2. A pair of regular pens is worse than a single melta pen.
That's just 1 squad an a priest. 2 squads can spit out about 4 glances and 7 pens in
CC spread across a the entire parking lot.
Anyhow what I'm trying to say is Mech
IG needs to spread out when fighting
BA. If the vehicles cluster together into a parking lot they will die on droves once
BA get into the parking lot.