Those heavy weapon squad autocannons definitely should be inserted into regular squads in the platoon blob. Heavy weapon squads are just ridiculously bad in a number of ways and people who run them really should be drummed out of the Guard officer corps.
If you're running any sort of melee soup-up in your army (Strakken, Creed, etc) you should probably go ahead and take maxed out power weapons in your blobs. They'll be invaluable when fighting
MEQs, wasted points when fighting orks, nid swarms, etc. If I'm running vanilla Company Command Squads I typically dont bother with the power weapons, preferring to buy more firepower with those points. Half the time when I do buy the power weapons the enemy never makes it into melee so they're wasted points anyway. It happens. If you know you're fighting say orks, then dont buy the power weapons... although list tailoring is a bit of a dick move in my opinion.
As others have pointed out, blob squads need to be stubborn. Fearless is very bad. No stubborn is even worse.
Yarrick is horribly overcosted for what he brings to the table, you'll probably want to leave him at home unless you're just playing a casual game. If you do bring him, absolutely do NOT put him into a blob squad since he'll make them fearless, which is a bad thing. Remember, you want stubborn only, not fearless.
With Ld9 (shoot-a-sergeant rerollable) vs pinning checks you shouldnt have much problem with pinning from stray sniper hits, pulse carbines, barrage weapons, etc. The Dark Eldar Horrorwhatsit is certainly bad news... but you dont see those very often and you can always use the "Get Back in the Fight" order to make your guys stand back up.
I experimented with taking Chekov with a platoon command squad and keeping it within 12" of both blobs (I usually run two 30 man ones) to give them Stubborn and not buying Commissars. I found it didnt work nearly as well, dropping the blobs to Ld8 (no rerolls) and the 5 man
PCS was much easier to eliminate than commissars buried in blobs. "But he lets you do cool stuff with Conscripts too!" you say? Dont run conscripts. Theyre just horrible for their point value. Compare them to regular Guard squads for 1 point more. Does +3LD, +1
WS, +1
BS, options for heavy weapons, options for special weapons, ability to blob up, etc sound like it's worth 1 point? It is. If you must run conscripts dont waste even more points to give them Chenkov's "Send in the Next Wave" nonsense. If you're tempted, read the timing on that rule. If you like conscripts thematically (I do) then I think you'll find penal legion or regular blobs painted in prison garb will perform far better.
Shots were the shooter picks the victim are bad news for your commissars but very rare. It's just the Vindicare (who runs those?), Mind War, and Scout Sgt Whosisface, right? I really cant see justifying an extra 35 points per blob (45 if you're using power weapons) just for that relatively remote possibility. With the vindicare and scout sgt whosits, there is the roll to hit, wound, and cover save... any one of which if failed, it's not even a threat that turn.
Insofar as melee punch in an
IG army, I've found there are only two options that are even remotely worth their points:
1> Strakken can make blob squads absolutely obscene, although there appears to be some controversy over if Strakken's furious charge works when counterassaulting. Even if it doesn't, he's probably still the best melee-oriented upgrade for an
IG army. Compared to him, Creed isnt even a contender for melee options. Creed can order a furious charge, sure... but blob squads are big and unwieldy and will almost never be initiating charges themselves. Even if they are, theyre wasting a potential round of
FRFSRF, which will almost certainly be more effective than the charge. Strakken lets them
FRFSRF and still get the charge bonuses when theyre charged themselves. Also Strakken could kick Creed's ass, having a 3+ save, plasma pistol, S6 power weapon, etc.
2> Allied Grey Knights/Grey Knight Terminators. Amusingly, regular Grey Knights (but not Terminators according to new
FAQ) can pull off a first turn assault in a Valkyrie if going first. If you pull this against a Necron player who hasnt seen it before, it's entirely possible to multi-unit-assault and force a phaseout before they get their first turn.
IG Priests can join these squads (Valkyrie carries 12), which is amusing. "Scrubby
IG chaplain wants to join us super-Marines in battle? Sure kid, you can be our mascot!" Mascot being basically what effect he has on the squad. They Grey Knights can't take advantage of
IG orders system (new
FAQ) but Strakken's counterassault/furious charge works on them just fine. Counterassault doesnt help them due to how True Grit works but the only thing better than I4 S6 Grey Knights is I5 S7 Grey Knights. Also, Grey Knights primary weakness (well, one of their primary weaknesses anyway) within their own codex is lack of mechanized transport. Valkyries or Chimeras purchased for your blob squad can solve that. "Hey
IG pukes, you mind if we borrow your ride?" "Uh... no Sir, mr Grey Knight Sir... the keys are in the ignition."
Another amusing trick (funny but not even remotely worth it's points) is to put a Cullexus assassin within 12" of two Battle Psyker Squads so his badassed pistol AP2 pistol fires as assault 19. Maybe stick him in a spare Chimera for the ultimate in all drive-by shootings.
Automatically Appended Next Post: Also, if you're worried about the HorrorblastoDarkEldar thingy, you might run a Sisters of Battle heroine with the Book of Saint Alwayscheckatleadership10. Whatever it's called.
Fun tricks with allied inquisitors:
Daemonhuners: 2+ mystics to shoot hell out of things as they deep strike. Imperial Tarot to give slightly better odds of going first.
Witch-hunters: Book of "I always choose my deployment zone". Better psychic powers (one of which forces enemy unit to check morale as if they had taken 25% casualties... team up with
PBS for much fun).
Both: Old school unlimited range psychic hood (awesome vs eldar,
CSM, assorted enemy psykers). Unlocks assassins (who are honestly not worth their points most of the time). Can be a nasty little plasma-shooting squad if you buy them that way.