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Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

Yes, outflanking with your chimera is also helpfull with this and the more the better. Just not too many. Something i would like to try is placing a ton of "dud" chimeras in outflanking so fire is drawn to that, menwhile my main heavy weapons infront are shooting up the retards that are shooting at empty tanks.
Blobs and chimeras dont work. chimera has to take entire squad and can only take ten people. mayby if you had two chimeras..but im not sure thats aloud.

 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

ImpGuardPanzies wrote: Blobs and chimeras dont work. chimera has to take entire squad and can only take ten people. mayby if you had two chimeras..but im not sure thats aloud.


Doesn't work for embarking the blob (and no, a unit cannot be spread across multiple transports). But..... if you're fielding the platoon as a blob and take chimeras, that gives you several 'gunboats' running around that can shoot, contest objectives, etc etc, relatively cheaply and without using another force org slot.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

So youre saying get dedicated transports..but dont use them to transport, jut have them run close to the blob?

 
   
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Plastictrees






Salem, MA

ImpGuardPanzies wrote:So youre saying get dedicated transports..but dont use them to transport, jut have them run close to the blob?


Or put DH/WH allies like stormtroopers in them--a cheap way to get meltaguns until the new inquisition codex comes out.

IG chimeras are cheaper than inquisitorial chimeras, can carry anybody, and allow the passengers to fire out the hatches without counting as open-topped. A whole inquisitorial shooting squad can fire all its HBs and psycannons out the hatches without disembarking. IG chimeras can even carry gray knights or GK terminators, so they're really useful in a guard army with allies or bought as part of an inducted guard detachment.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
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Heroic Senior Officer





Woodbridge, VA

ImpGuardPanzies wrote:So youre saying get dedicated transports..but dont use them to transport, jut have them run close to the blob?


Or put them on the opposite side of the table, or whatever. For 65 points you get the equivelant of a mobile heavy weapon sqaud with multilaser, heavy bolter, heavy stubber. Or switch out the heavy bolter for a heavy flamer, for 6 shots on the move and then a flamer plus stubber when you get close. And as Flavius mentions, you can put other units in them, like special weapon squads that can't buy their own chimera..........

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

This is true. good ideas. Or im too stupid to come up w/ any good ones. lol. so back on topic with the blob squads......Chimeras, lots of lasguns, and?

 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

You don't even need the chimeras, though they're not bad. A blob should be either 30 or 40 dudes, and the only stuff it really NEEDS are the commissar and power weapons on him and the sgts. Autocannons or Lascannons for the squads can be good, depending on how aggressively you intend to use the blob. Flamers are generally bad, as it's really tough to get them into effective range without being assaulted. Meltas are pretty good. Meltabombs are pretty good.

Two armies based around this concept were in contention to win the 'Ard Boys finals in PA. One of them played on the top table in R3, and wound up dropping out of the top 3 due to getting a Draw or Minor loss (I forget which) against Ben Mohlie's space wolves. The other had some terrible luck against Clark Welch's Chaos (including Al Rahem's platoon not showing until turn 5), and Clark won Overall.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Flavius Infernus wrote:Or put DH/WH allies like stormtroopers in them--a cheap way to get meltaguns until the new inquisition codex comes out.

dedicated transports.

As for taking chimeras as weapons platforms, that would be okay, I suppose. 55 points for a piece of AV12 that can heavy flamer/tank shock things off the board isn't all that awful. The problem is that, in order to keep enough points in your infantry, you'd need to sacrifice points from elsewhere in your list in order to afford this. I'm imagining a 1500 point list with just power blobs and heavy flamer chimeras. Not bad, but you'd have to go big or go home with this strategy.

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Plastictrees






Salem, MA

Not sure what you mean, Ailaros. Inquisitorial stormtroopers are allowed to ride in IG chimeras even though they are dedicated transports. They can't deploy inside them (they gotta get inside turn 1), but that's true of anything else in the IG army other than the unit that the transport was bought for.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
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I've fought against some blob squads, and have seen them do nasty things, but I've found a few nasty things to do back to them.

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Storm Trooper with Maglight



EARTH- America- Rochester MI

It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation. My army barely makes 1500 pts, so i field just about everything. But i would rather do 1 FULL, stuffd platoon,3 vendetas, and 2 squads of lemen russes, 1 w all battlecannons, the other all demolishers. That probibly would go over 1500, but o well

 
   
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Decrepit Dakkanaut





Vallejo, CA

ImpGuardPanzies wrote:It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation.

What?

This is a very curious way to read "each player recieves 1 'kill point' for each enemy unit that has been completely destroyed."

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

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Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

ImpGuardPanzies wrote:It says in the rulebook that you can Start a game with units inside a dedicated transport, and because its part of the squad, it will outflank with th squad. This is also why you must kill the tank and the squad to get a KP in annilation. My army barely makes 1500 pts, so i field just about everything. But i would rather do 1 FULL, stuffd platoon,3 vendetas, and 2 squads of lemen russes, 1 w all battlecannons, the other all demolishers. That probibly would go over 1500, but o well


You should really re-read the rulebook. You've gotten ALOT of rules wrong in just your posts in this topic. UNIT is a different thing to a slot choice. Unit is anything that can do things independently. So a transport is a unit, and as such, a KP. And yes, you can start within a dedicated transport, but only with the unit that the transport is dedicated to.

   
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EARTH- America- Rochester MI

Yes. And Ailargos, i ment if you had Al'Raheem in the squad with the dedicated transport. Btw ALOT, is two words. Yea ik a transport is a unit, but if its dedicated to a squad, if you playing innialation, you must kill both the squad and the transport.

 
   
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Decrepit Dakkanaut





Vallejo, CA

ImpGuardPanzies wrote: a transport is a unit, but if its dedicated to a squad, if you playing innialation, you must kill both the squad and the transport.

Seriously,
Ailaros wrote:This is a very curious way to read "each player recieves 1 'kill point' for each enemy unit that has been completely destroyed."

A transport is a unit. Your opponent gets 1 KP per unit destroyed. I don't see any exceptions with regards to the TYPE of unit destroyed anywhere.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Rough Rider with Boomstick





Transports are worth 1 kill point.

This is not a widely debated rules issue.

If you think otherwise, I suggest you post the rules that your are following that lead you to your conclusion.
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

What rule book are you guys reading from? Everywhere ive playd, in-store and w friends, it has never counted as a KP to kill the tank, and the squad seperatly. we've alwayse played you must kill both for the kp.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

ImpGuardPanzies wrote:What rule book are you guys reading from? Everywhere ive playd, in-store and w friends, it has never counted as a KP to kill the tank, and the squad seperatly. we've alwayse played you must kill both for the kp.

Then everywhere you've played, you've played it wrong.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

OK then. Hey if you play with an inquisition ally, like deamon hunters helping IG, do you get an extra hq? Like would it be possible to have a command squad, techpriest AND Vindicare assasin?

 
   
Made in us
Regular Dakkanaut



Eastern USA

That question makes very little sense, but to answer it anyway, you don't get an extra HQ slot when playing allies. However, in your hypothetical it doesn't make a bit of difference, because only one of those units you mentioned takes up an HQ slot; Techpriests are "free" as far as Force Org goes, and Assassins are all Elites, anyway.

This message was edited 1 time. Last update was at 2010/07/29 17:20:19


Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
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EARTH- America- Rochester MI

Ok, wait...how are they free? What's this force org thing/place

 
   
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Dark Angels Librarian with Book of Secrets






Connecticut

The biggest drawback with horde/blob armies is the time it takes to play them.
Your games will go from 2.5 hours to 3.5 hours long, which makes it harder to get to the gaming store to play a game.
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

Unless your stupid with them and run them into the middle of enemy lines in a huge group and they WITHER AND DIE! lol.

 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

ImpGuardPanzies wrote:Ok, wait...how are they free? What's this force org thing/place


start on pg. 86 of the BBB (Main 40k rule book). have fun reading...it's all there.

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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

Oh my lord.

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Made in us
Stalwart Veteran Guard Sergeant





San Clemente, CA

ImpGuardPanzies wrote:Ok, wait...how are they free? What's this force org thing/place
Its in the IG codex and in all codexes for that matter

IG: 2000 pts  
   
Made in us
Storm Trooper with Maglight



EARTH- America- Rochester MI

OK ya. sorry, didnt read that. Havent built the guy yet. Not exactly reading everything bout him. Conscrips are pointles..theyrt good for a meat shield, and intimidating people. Bot other than that..they suck...a lot. I realy need a copy of the rulebook. 3 of my friends play, and only one has it...and he cheats. Hes also realy gay and puts every guy in every squad exactly two in. apart. I wish there was a rule for that.

 
   
Made in ph
Rough Rider with Boomstick






Jaon wrote:
Ailaros wrote:
30-man blobs are tough as nails. Heck, even 20-man blobs are pretty dang tough. There's a lot you can do with them.


Why are they tough as nails, even with a commissar, they have stubborn yes, but their still teq. I was under the impression that a 10 man assault squad would kill a HEAP of them. Sure you can whittle them down with your lasguns and such, but their still gunna get the assault.

And also, how exactly does a commissar make them better in CC? If you had stracken stand near them theyd be more awesome, but stubborn is no melee buff is it?



If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you! In reality the squad would have been whittled down to around 5-6 models...something the blob can easily handle..and I'm saying this from experience, using an outflanking 2 squad blob (alrahem's platoon)....and in this case you assault the marines, and don't let them assault you



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Made in us
Decrepit Dakkanaut





Vallejo, CA

freddieyu1 wrote:If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you!

Well, yeah, but it's not actually as bad as it sounds.

Assault marines charge a 30-man power blob:

marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.

Now your opponent is left with a couple of dudes and a guy with a power fist, which is summarily clocked the next turn (which is yours, btw), with plasma. Alternately if you can get a little damage in first, as mentioned, you stand a much better chance of winning the combat outright (if heavily mauled). Likewise, if the guard get the charge in, they win.

Plus, a 30-dude power blob costs 225 points, anyone know how much a 10x assault squad with a power fist is?

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

ImpGuardPanzies wrote:OK ya. sorry, didnt read that. Havent built the guy yet. Not exactly reading everything bout him. Conscrips are pointles..theyrt good for a meat shield, and intimidating people. Bot other than that..they suck...a lot. I realy need a copy of the rulebook. 3 of my friends play, and only one has it...and he cheats. Hes also realy gay and puts every guy in every squad exactly two in. apart. I wish there was a rule for that.


Bolded for the truth.

The bit in italics is absoloutely fine, and an excellent strategy to use in order to minimise flamer/blast/ordance damage.

Seriously, you need to learn the basic, basic rules (like, how to construct a legal army) before weighing in on tactic discussion.

L. Wrex


Automatically Appended Next Post:
Ailaros wrote:
freddieyu1 wrote:If you are a guard player and allowing a 10 man assault squad be in assault range, well then shame to you!

Well, yeah, but it's not actually as bad as it sounds.

Assault marines charge a 30-man power blob:

marines kill 17, guard kills 3 (do they get 4 attacks on the charge?)
marines kill 10, guard kills 3
marines wipe the squad.

Now your opponent is left with a couple of dudes and a guy with a power fist, which is summarily clocked the next turn (which is yours, btw), with plasma. Alternately if you can get a little damage in first, as mentioned, you stand a much better chance of winning the combat outright (if heavily mauled). Likewise, if the guard get the charge in, they win.

Plus, a 30-dude power blob costs 225 points, anyone know how much a 10x assault squad with a power fist is?


Assault marines get 3 on the charge, 4 for the Sergeant. Also, a 10x assault w/ fist comes to 215 points. So, essentally, they made their points back and had a bit left over that you'd then need to dedicate fire towards to get rid of.

L. Wrex

This message was edited 1 time. Last update was at 2010/07/30 08:19:37


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