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Made in us
Annoyed Blood Angel Devastator




Acquiring BLOOD FOR THE BLOOD GOD-emperor

The way I see it, there are the following options: 1. Meltabombs in the squads - extremely limits one's range, but it does simplify things. 2. Meltaguns - always a robust and efficient option, but also limits range. 3. HW (either lascannons + autocannons, or just MLs) - ranged, and can camp on objectives, but I know a bunch of people have had bad experiences with them (Ailaros). 4. Artillery - the manticore is pretty awesome, and while the hydra is short ranged, it does pack a punch - limited by minimum ranges and AV12. 5. Tanks (demolisher) - out of place in a blob list, but close support ordnance on AV14 can't be a bad thing. 6. Sentinels (?) - Also out of place being AV12 or less and not being able to hide. However, outflanking scout sentinels with LCs might not be bad as a suicide unit.

And of course, any combination. What are your preferred methods?

Imperator dixit, faciebimus. 
   
Made in us
Arch Magos w/ 4 Meg of RAM






72 inches is short ranged?

I smatter my powerblobs with autocannons, and will usually take a light core of griffons and hydras, high armor targets need to be taken care of by meltas.

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Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Melta guns. They're armour ignoring, anti-tank, anti-MC guns. Also, heavy weapon teams force you to sit still when you should be moving to grab objectives. Use heavy weapon squads for your heavy weapon needs.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

I've run two configurations successfully: meltabombs with an eviscerator priest, and meltaguns without one.

In the case of the former, the priest gives the meltabombs rerolls, and is, himself, death incarnate against vehicles (even ones that have moved quickly).

In the case of the latter, it's cheaper by over 50 points, and gives you more killing power against non-vehicle baddies like obliterators and demon princes (although without the benefits of rerolls against light and heavy infantry).

I don't think I'd ever give power blobs heavy weapons unless I really couldn't think of any other way to spend the points. They are best on the move.


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Made in us
Annoyed Blood Angel Devastator




Acquiring BLOOD FOR THE BLOOD GOD-emperor

Grundz wrote:72 inches is short ranged?

I smatter my powerblobs with autocannons, and will usually take a light core of griffons and hydras, high armor targets need to be taken care of by meltas.


I had written "minimum range," as in, indirect fire minimum range. Not short distance, obviously, for artillery.

And Ailaros, I had meant heavy weapon squads, not heavy weapons given to the blobs. And, as as you said, meltabombs don't do anything against MCs, yet I want to use the priest-mb combo for the rerolls, would I take HW squads (AC/LC/ML) or an artillery firebase?

Imperator dixit, faciebimus. 
   
Made in us
Hurr! Ogryn Bone 'Ead!



CT

I've had pretty good luck with Meltaguns in my Power blobs so far. they are good against tanks and are an assault weapon so against more stubborn targets I can fire them before I charge. I've been augmenting the AT fire in my list with Plasma Storm Trooper squads that deepstrike in and a pair of Las Cannon Armed Armored Sentinels (non squadroned) and a single HWS with Auto Cannons. So far it seems to be an ok balance.

I've Only tested the Sentinels in 2 games so far and their reliability has been issue. In the first game they only manage to hit home twice but 1 of the shots was against the Doom of Malatai. In the other game they actually did a right good job and actually manage to hit about 50% of the time. The only issue is they are expensive for what you get.
Everything else has been kinda staple and it seems to work ok.

Cheers,
~Volkan
   
Made in us
Navigator




Ohio

I seem to be having the same problem getting longer-range firepower into my list. Meltaguns are great, but when I'm Death-or-Glorying it against a deffrolla I wonder if there's a better way....

I've had some luck with manticores and CCS+lascannon team and LR exterminators (autocannon variant) have had some potency. Hydras are always a good choice. Stormies are good as a melta suicide unit but often can't be brought to bear before the angry vehicles full of angry enemies hit your lines.

I will watch this thread for ideas. Have you considered Devil Dogs? They help a little with the blob's somewhat limited mobility, but die rather easily.

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Made in se
Guard Heavy Weapon Crewman




Helsturm Hive

Vendettas, Manticores, Heavy Weapon Teams, Battletanks are your long ranged anti-tank firepower friends.

 
   
Made in us
Junior Officer with Laspistol





University of St. Andrews

a) Hydras have 72" range, and have no minimum range.

b) I personally use a mix of meltabombs, heavy weapons and Leman Russes for my antitank. My Leman Russes have double duty as anti-horde units, and my mix of autocannons, lascannons and missile launchers focus on cracking open transports and taking down annoying things before my powerblobs reach them. AV14 is dealt with via a meltabomb up the tailpipe if possible.

The only unit that hasn't gone down relatively easily to this is a Monolith, but given how rare those are I don't consider it too big a weakness.

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Made in gb
Wicked Warp Spider






Since I am taking all infantry, I will be relying on meltaguns in the power-weapon blobs, and autocannons elsewhere. If I were considering vehicles, a mix of manticores and hydras would be the top choices.

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Made in us
Superior Stormvermin





I actually would give every power blob a couple of heavy weapon teams even if its just a cheap one like a mortar. They have one major benefit for a power blob, they're on a huge base. Basically you put them in the front of the unit and since models only need to be within 2" of a model in b2b, you can easily increase the models that get to fight back significantly. Add in the fact that you can put one non-ID wound on a weapon team without taking a casualty and there's no reason not to put at least one team in the unit. Sometimes you might even get to fire the heavy weapon(s).

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Made in se
Guard Heavy Weapon Crewman




Helsturm Hive

LOL! Brilliant haha

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

While this is true, it's not worth spending ANY points just to get more bayonet attacks in. All those guys are just there to give wounds to the power weapons, which are what's doing the actual damage.


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
Superior Stormvermin





Well it could be the difference between getting an extra sergeant in combat or not. More attacks is never a bad thing. I'll admit i don't typically use power blobs, just regular blob units with heavy weapons, but the few times I did I found the regular guys putting out just as much if not more damage then the power weapon guys. Against MEQ, a power weapon wound is worth 3 regular wounds, and you get 9 regular attacks for every 3 of the sergeants. It's more lopsided on the turn you charge. Against terminators the ratio is the same. Against targets with worse armor saves or better invuln saves, the regular guys will do more. The only thing that the power weapon guys will do more than the rest is against FNP targets with a good save. I know the squad will take casualties and the power weapon guys will be around forever (which is the major strength of the power blob), you shouldn't discount the amount of damage you can do with the regular guys. I'm merely trying to point out the addition utility that heavy weapon teams can bring to a blob squad outside of just their heavy weapons. You never know, there might be a few times you could use a few heavy weapons as well.

Steve Perry.... STEEEEEEVE PERRY.... I SHOULD'VE BEEN GOOOONE! 
   
Made in us
Hurr! Ogryn Bone 'Ead!



CT

If you are Planning to Go ALL Infantry I think that Storm Troopers are going to be a go to unit. They can deepstrike where they need to be and while short ranged still have the punch to get some damage results in. Heavy weapon teams are fragile in my experience and in a mostly infantry army make a great target for anti tank guns.

Also don't discount grenades against things with rear armor 10. Massed Frag grenade attacks are better than nothing and besides its just another reason to charge

Cheers,
~Volkan
   
 
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