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![[Post New]](/s/i/i.gif) 2014/05/06 12:04:14
Subject: AM blobs, what to use!?
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Boom! Leman Russ Commander
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Here's a build to consider:
3 Primaris psykers, ML2, one gets prescience, the rest go for biomancy, hoping for Enfeeble and endurance
They should get endurance. If they do, you are packing 5 on the move autocannons/lascannons whatever, and you're also packing ~90 assault 2 S3AP- attacks that can harm anything up to T7 because of enfeeble. Throw in some power axes and you have a unit that punches hard at range and up close.
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![[Post New]](/s/i/i.gif) 2014/05/06 12:18:45
Subject: Re:AM blobs, what to use!?
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Pyromaniac Hellhound Pilot
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BlackTemplar1 wrote: AtoMaki wrote: tankboy145 wrote:
x3 infantry squads (Yarrick, priest and primaris here behind defense line)
x3 autocannons
x3 grenade launchers
I'd drop the GLs and replace them with flamers. In my opinion, spending 5 points on a GL is a waste, it is a terribad weapon. Take flamers/snipers (you best choice would be the former as you have an assault-y blob here), or don't take special weapons and spend those 5 points elsewhere.
Grenade launchers are actually a pretty good weapon, at least in my experience. The s3 small blast is mostly useless, except against blobs, where its a godsend. And the krak grenade gives you a somewhat dangerous weapon. Why is it so bad?
Because both firing modes lack punch, but, like, big time, and they can only do something when the planets align, the Dice Gods smile down on you and you can Krak barrage a Fire Warrior to death... Yay...
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2014/05/06 13:04:57
Subject: AM blobs, what to use!?
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Longtime Dakkanaut
Indiana
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Grenades synergize with the autocannon more and are better at dealing with flying MCs and light vehicles than the sniper and flamer can.
I plan to take my Autocannon/Grenade launcher combo as partial Anti-Air duty and a unit has a pretty good chance of taking down a AV 11 flier as well putting the hurt on a AV 12 flier. Can also reliably kill a Harpy FMC every turn while still having the option to do some anti infantry at range compared to a flamer.
Not bad for 5 points, however I will have to try the unit out on the table and see how it does before I reach any solid conclusions.
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![[Post New]](/s/i/i.gif) 2014/05/06 15:14:42
Subject: Re:AM blobs, what to use!?
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Stubborn Dark Angels Veteran Sergeant
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If you are willing to use allies, then DA offer some good forcemultipliers for an IG force.
If you take azrael as your HQ, then you can give a blob of guardsmen a 4++ invulnerable save.
People normally kit such a squad out with 5 sergeants with power axes and melta bombs, along with whatever special/heavy weapons they desire.
DA can also provide a PFG techmarine, who will help keep your tanks alive through his 4++ save and repairs.
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![[Post New]](/s/i/i.gif) 2014/05/06 16:18:06
Subject: AM blobs, what to use!?
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Battleship Captain
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-4x Infantry Squad
-4x Plasmagun
-4x Lascannon
-Rune Priest
Hugs aegis line, spits 4-12 High AP/Str shots per turn (with Prescience and Tank Hunter/Ignores Cover as necessary), and has a 24" bubble of 4+ Psychic power negation.
This is an anvil that will put out damage. If you're twin linking your blob, you might as well take weapons that consistently do damage when they hit. Allowing armor saves is never ideal.
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![[Post New]](/s/i/i.gif) 2014/05/06 22:00:03
Subject: Re:AM blobs, what to use!?
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Boom! Leman Russ Commander
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grendel083 wrote: tankboy145 wrote:x3 inafntry squads (Yarrick, priest and primaris here behind defense line)
x3 autocannons
x3 grenade launchers
If you're going to sit a unit behind an Aegis, you might want to consider a Commissar rather than a Priest.
Priests grand Fearless to the unit. This means they can't Go to Ground and gain a 2+ cover save from the Aegis (remember there's an Order that removes the negatives of this).
Yea thats a good point and I did realize that after our game yesterday, well more so during the game when crons were just lighting the blob up. But I also did notice that Yarrick doesnt actually give off stubborn. He does have summary of execution so if they do fail Leadership he will just kill someone to stand ground. Automatically Appended Next Post: TheCaptain wrote:-4x Infantry Squad
-4x Plasmagun
-4x Lascannon
-Rune Priest
Hugs aegis line, spits 4-12 High AP/ Str shots per turn (with Prescience and Tank Hunter/Ignores Cover as necessary), and has a 24" bubble of 4+ Psychic power negation.
This is an anvil that will put out damage. If you're twin linking your blob, you might as well take weapons that consistently do damage when they hit. Allowing armor saves is never ideal.
Thats a good point and I do have spacewolves already as allies so I can always just use the rune priest again. What would be an ideal troop choice for the SW's? Anytime Ive used them I always end up adding too much.
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This message was edited 1 time. Last update was at 2014/05/06 22:04:06
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