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Tail Gunner





In my imperial guard army i keep getting taken down by my friend who has marines and goes from combat to combat with his troops by consolidating and he then runs to the next units and i cannot take the assault marines or even normal marines out if they get into combat are they any good IG combat troops i was maybe thinking about rough riders anyone else got any better ideas.

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SLC, UT

If I'm reading this right then your friend is playing wrong. In 5th ed you can not consolidate into another CC like you could in older editions.

Large explosions take out marines. I don't play guard, and there's so many different types of tanks I can never remember them all, I just know that when a guard tank points it's guns at my PA dudes stuff disapears. Guard are easily the best army in the game right now.

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Made in gb
Tail Gunner





He just beat me today by doing this so i guess if he cannot consolidate into my troops i will now win a lot more often. Also i do blast them off the field but he always gets them into combat then says you cannot shoot his units but now i guess i can thanks for the info.


Automatically Appended Next Post:
Not shoot his unit's while in combat but between combats i badly worded that.

This message was edited 1 time. Last update was at 2011/06/05 17:17:45


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Tampa FL

Ok.. in lamen's terms,he's cheating. In 5th, if he wins a combat, he can consolidate up to one inch away from the next unit. This is changed from 3rd edition, where one squad could steamroll an entire army.

As a guard player, you might have to sacrifice a squad here or there, but if he plays right, you can use it to your advantage. Shoot the crap out of him on your turn and wittle him down while he's forced to stand there in the open. Try veteran squads with melta or plasma, in chimeras or valks/vendettas. bs. 4 with lots of power. Add shotguns and presto!

Maybe a couple of 5 man stormtrooper squads with meltaguns will help you dismantle his face. They re roll the deepstrike scatter dice, have bs.4, and only cost 105 points. great tank killers.

Timing is key. get him to finish off your bait squads in his close combat phase, and you'll be free to pile drive him during your shooting phase.


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Made in gb
Tail Gunner





Thankx for the advice.

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As for "good" CC troops: Platoons.

Blob your squads(make use of the Combined squads rules), have at least 1 Commissar, Add a power sword to every Sgt and your Commissar(s). re-rollable Ld 9 no matter how badly you lose the combat and 3 PW attacks per Sgt/Commissar. Also do not be afraid to charge particularly nasty CC troops that are too-close to you to begin with.

Yesterday I had a battle against an almost all Deepstriking BA force, I charged both the Assault marine squad that dropped down right next to my Anti-infantry guns Blob, and the Sanguinary guard(with Dante) that dropped down next to my Anti-tank Blob(both on the same turn) I still lost my entire anti-tank Blob(19 men) but killed dante and a few Sang Guard in the 2 combats that followed, allowing me to hit the remaining 2 Sangs with a Bassilisk shot at near Point-blank range. I killed all of the Assault marines in the next round and still had much of my unit left(although they got assaulted by THSS termies). At the end of the game I tabled my opponent and still had 2 full units of vets, and every vehicle without having taken any damage.

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Moore, Ok.

Kommissar Kel wrote:allowing me to hit the remaining 2 Sangs with a Bassilisk shot at near Point-blank range.


You know if i tried a shot like that, it just would have scattered right back into me!

i also agree that blobs are the best "combat troops" the IG has.

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North Jersey

Get a 50 man blob, run it into an assualt squad on turn 2 or 3 and you tie them up for the rest of the game. There is no possible way for an assault squad to kill 50 men in 3 or 4 rounds without being destroyed themselves.

Once a squad gets sucked into the mire of combat that is your blob, count it as worthless.

-cgmckenzie

This message was edited 1 time. Last update was at 2011/06/05 23:04:24



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Decrepit Dakkanaut





Vallejo, CA

yup, infantry squads using combined squads to huddle around a commissar where everyone who can take one gets a power weapon SHREDS regular tac squads in close combat.

The secondary benefit to power blobs is that you don't need to charge (as you kill over time, not all up front), which means that as the marines get close, you can step forward into 12" and then FRF them. The remnants of massed lasgun fire can't possibly compete with how many power weapon attacks you're putting down over time, no matter how crappy any individual attack is.

That and if you really want to give him a surprise, take rough riders. 24" threat range with something that piles on S5 power weapon attacks on the charge is hella sassy.


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Rough riders are also very very cheap for what they do and most likely always get their points back. I had good results with the platoon special weapon teams, I had 2 with 3 flamers each take out a khorne berserker squad that.

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alarmingrick wrote:
Kommissar Kel wrote:allowing me to hit the remaining 2 Sangs with a Bassilisk shot at near Point-blank range.


You know if i tried a shot like that, it just would have scattered right back into me!

i also agree that blobs are the best "combat troops" the IG has.


My opponent and I both fully expected it to; I figured I was already winning at this point in the game and If I had gotten an explodes result the Executioner on the other side of the Basilisk could have pumped some plasma into those Sang guard.

I am also fairly lucky with getting hits or low Scatters(read still hits, or sometimes covering more models than a hit), so I tend to go for the nearly suicidal shots.

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cgmckenzie wrote:Get a 50 man blob, run it into an assualt squad on turn 2 or 3 and you tie them up for the rest of the game. There is no possible way for an assault squad to kill 50 men in 3 or 4 rounds without being destroyed themselves.

Once a squad gets sucked into the mire of combat that is your blob, count it as worthless.

-cgmckenzie

*sigh* Every time someone makes a good suggestion, someone else jumps in with the most extreme and ridiculous example of that suggestion. A 50-man blob is ludicrous. Incredibly expensive, difficult to maneuver (good luck getting your vehicles around that, or if even one model touches terrain all 50 have to roll), and complete and utter overkill against most targets... that is if you can actually get them all in combat against small units. Not to mention your opponent can just throw that same small unit at the corner of this blob and draw the whole thing away, leaving the rest of your army exposed. Two squads combined offer more than enough tarpit for most targets until you can shoot them with something, while taking a few of the enemies along with them. If you come across something nasty requiring more guardsmen, you can throw two or even three blobs at them. But putting all your eggs in one giant basket is silly at best, disastrous at worst.

Seriously folks, hyperbole is hilarious and everything, but there's no place for it when answering a genuine question.

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I actually do run 50 man blobs. That wasn't hyperbole or stretching the truth in the slightest. The blob handles almost all the infantry problems by either shooting them or miring them forever while my heavy support and HWT kill things.

Works great for me, mainly cause nobody is expecting to face that.

-cgmckenzie


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I use 30 man blobs with a commissar with hidden powerfist, a medic, and 3 plasma guns. I play them as three 10 man squads I keep w/in 2" of each other (I use wooden movement trays if the opponent doesn't mind).

The medic helps vs. overheating and feel no pain. People complain they are like necrons lol. I use two squads like this with flamer platoon command squads in chimeras to give them 1st rank, 2nd rank.
   
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Crazed Dog wrote:I use 30 man blobs with a commissar with hidden powerfist, a medic, and 3 plasma guns. I play them as three 10 man squads I keep w/in 2" of each other (I use wooden movement trays if the opponent doesn't mind).

The medic helps vs. overheating and feel no pain. People complain they are like necrons lol. I use two squads like this with flamer platoon command squads in chimeras to give them 1st rank, 2nd rank.


What on earth? You are using a 30-man blob as 3 seperate squads? You have powerfists and medics in infantry squads?

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Diligently behind a rifle...

Selafyne wrote:In my imperial guard army i keep getting taken down by my friend who has marines and goes from combat to combat with his troops by consolidating and he then runs to the next units and i cannot take the assault marines or even normal marines out if they get into combat are they any good IG combat troops i was maybe thinking about rough riders anyone else got any better ideas.


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And yes your "friend" is cheating by playing by the older rules without your knowledge.

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Mpls, MN

Blob squads are probably the most difficult thing to learn how to play/play against. Now I play with lash so its not that big of a deal. They can be quite a good to tarpit units for turns upon turns. Considering the fact that the majority of IG are S3 and T3, throwing 30+ guys into one combat is probably your best bet. The only thing I don't like about them is that they're foot slogging, but if it isn't broken don't fix it. Wait...50?! now thats broken (jk)

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Automatically Appended Next Post:
cgmckenzie wrote:I actually do run 50 man blobs. That wasn't hyperbole or stretching the truth in the slightest. The blob handles almost all the infantry problems by either shooting them or miring them forever while my heavy support and HWT kill things.

Works great for me, mainly cause nobody is expecting to face that.

-cgmckenzie


Cool avatar btw!

This message was edited 1 time. Last update was at 2011/06/07 03:51:21


 
   
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North Jersey

I figured the Ayatollah of Rock and Rolla would be a good fit for me, what with the running insanely large groups of less than stellar combat skills in really cool armor. Glad somebody likes it!

I just ran a 1000 pt game against SW with a 30 man blob and did surpassingly well. I destroyed a bike squad after shooting and assault, a tac squad and a half before breaking combat and running. Next shooting phase, my basilisk and LRBT cleaned up and I tabled my opponent on turn 3.

I think I finally have this blob thing working...

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Mpls, MN

Sidenote - If you attach a commisar to one of these units, give him a PW or PF, do you use him in the combats? I don't have the codex on me, but isn't he an IC? Cause in that case, just pop him and there goes your advantage. Am i right? idk

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Ramsden Heath, Essex

I thought a regular Commisar can not have a PF [not lazy at work with no codex ].

You would therefore need a Preist in the power blob to get PF effects plus other benefits. Not sure if he is a IC though?

I've not done this yet but after having tarpitted a DP or two recently with a 21 man Powerblob and having a great difficulty doing anything in return I have started to consider this. Re-rolable S6 PW attacks should do othe trick - Waddaya think fellers?

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Infantry-squad Commissars cannot take power fists, unless you're running the Death Korps of Krieg list.

The Priest is indeed an IC, which is one of his biggest flaws.

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Tail Gunner





I am going to convert some rough riders from empire pistoleers as you guys recommended and i might put some pics on of my conversions if you guys want to see. I might put two plasma guys in the rough rider squad to take down marines especially. And i have bought some more guardsmen to use as a distraction and protection from combat and if he is not cheating then i will equip them with plasma guns as well.

This message was edited 1 time. Last update was at 2011/06/07 17:18:23


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North Jersey

I am actually planning a similar conversion! Probably pistoleers cause they are the cheapest 5 cavalry unit money wise and I don't want my guard to be running around in plate mail! That would look silly...

-cgmckenzie


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Tail Gunner





Yeah i know i am going to use stuff from the tank accessory sprue to look like packs on the models and might put voxcasters on all as they look good like out riders need to call into base to warn of advancing troops.

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North Jersey

Ooh, good idea! I was going to get rid of all the bits I have that have imperial aquila on them but vox casters seems like a much easier solution.

-cgmckenzie


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Moore, Ok.

Selafyne wrote:I am going to convert some rough riders from empire pistoleers as you guys recommended and i might put some pics on of my conversions if you guys want to see. I might put two plasma guys in the rough rider squad to take down marines especially. And i have bought some more guardsmen to use as a distraction and protection from combat and if he is not cheating then i will equip them with plasma guns as well.


Giving them anything but Lances is a waste of points, IMHO. they're designed to hit really hard and then die horridly, but hopefully with great honor.

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Crazed Dog wrote:I use 30 man blobs with a commissar with hidden powerfist, a medic, and 3 plasma guns. I play them as three 10 man squads I keep w/in 2" of each other (I use wooden movement trays if the opponent doesn't mind).

The medic helps vs. overheating and feel no pain. People complain they are like necrons lol. I use two squads like this with flamer platoon command squads in chimeras to give them 1st rank, 2nd rank.


So. Much. Wrong.

1) 3 10-man units is not a 30 man blob; not unless they are combined(as that is what a Blob is, combined squads)

2) Blobs cannot have hidden p-fists; only PCS Commissars even have access to P-fists, and PCSs cannot Combine(only Platoon infantry squads can combine).

3) Blobs cannot have Medics, again only PCS have the medi-pack upgrade available.

Note on #1: It seems you are saying you have 3 10-man movement trays that you keep within 2" and therefore are using the 3 trays simply for ease of movement, and that you are in fact using the 3 squads as a single blob unit. If so this is correct, but the other 2 points do remain valid as just plain wrong.

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Unless he's talking about DKoK. They can have hidden powerfists, and have an HQ with servitors that grant FNP to everyone within a certain range.

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