Lothar wrote:Thank you all very much! You are really helpful

. I see what you have in mind (well, concerning blobs at least

). I have some more questions:
Quick note... a
HWT is a heavy weapon team, your questions seem to be talking about HWSs (Heavy weapon squad(s)). I am going to answer this as if you were asking about HWSs and not
HWTs. There is a difference.
AC HWTs. Is it better to have AC HWT or run a Hydra? 3xAC HWT cost the same as Hydra and have the same attack power(3xAC vs 2xtwin-linked AC), but can not move and shoot. In addition, Hydra has "auto-targeting system", which makes it better agains fast skimmers (eldars). In addition, Hydra has heavy bolter, which is handy when shooting infantry. HWT, on the other hand, is a scoring unit. Hydra can survive longer I think (not sure about that).
Hydra is better against skimmers only if the opponent goes flat out with them. This unit is /really/ effective against mech eldar and their holo-fields. Other than that it is a horse apiece. Yeah, 2 twin linked
ACs vs 3
ACs, but the
HWS can be given 'Bring it Down!' and then also be twin linked. The heavy bolter is a non-factor. A
HWS in cover with a Lord Commissar within 6" is more survivable than a Hydra.
LC HWTs. Is it better to have LC HWT or just go for Vendettas? 105 points vs 130 points speaks for HWTs. But Vendetta has better firepower due to twin-linked, can transport, is fast skimmer (it can move and shoot very good), and with armor 12/12/10 it can probably survive more shots (or not, probably depends on situation, I do not have enough experience to know this for sure)
Point for point, the
LC HWS is cheaper and more survivable (same as I mentioned with
AC HWSs). But they are used differently, even though their targets are the same. You can Outflank Vendettas and carry troops in them to make them scoring (a great location/transport for your Flamer equiped PCSs). Vendettas are naturally TLed,
LC HWSs need '
BiD!' to be TLed. As with the Hydra, it is a horse apiece. If your /just/ using it as a gun platform and not using it to it's full potential, then your better off with a static
LC HWS in cover, hopefully within 6" of a Lord Commissar.
What do you think is better in the 1000 or 1500 points army? Both HWTs and their Mech equivalents have some pros and cons. What is your opinion?
Trick question... I listed my opinion above. It really comes down to how you use them and your play style. You can have both and have them be effective in your army. If you have the money, get both, you will not regret it and will eventually find a balance when you gain more experience with your army. The real thing is, you almost have to run vehicles in pairs (and not in squadrens). This means you have a better chance of doing what you want to do with them and your able to fire on more targets. You have one Vendetta out there or one Hydra... you just validated every long range
AT weapon your opponet has by giving them a target. And every one /will/ fire on that one vehicle every turn. You also have to play that your going 2nd, so you need to assume your vehicles might not even get a shot off. If you have two Hydras and two Vendettas, you have a much better chance of them living long enough to do some damage. If you use them, have at least two of each.
Blast/Tepmplates/Monstrozities. How can blob army survive against flamers, heavy flamers, large blasts? What is the best option for defending against Monstrous Creatures (such as Daemon Prince with lash and wings) which can assault your blob and kill it? (which is efficient for Monsters, because blob is much greater in cost then for example that Daemon Prince)
As for blast markers and templates, you just survive them with effectivily losing las gun troopers due to the current rules of allocating wounds to a unit. Same thing Orks, Nids, and other hoard armys work, because Blob
IG is effectivily a hoard army. As for
MCs, you have 20-30 guys and power swords. Since your guys with power swords are not
ICs, they can not be targeted. This is where Grundz is sadily mistaken, as Priests are considered
ICs and thus can be targeted if they are in
CC, and as a
IC they have to follow the rules concerning
ICs and
CC. Priests are also expensive, though they have their uses. The worse
MC that can charge you is a Eldar Wraithlord, at T 8. You can not hurt it, but it only has two attacks a turn. You effectivily have it bogged down in
CC for the rest of the game. Anything with T 6 (or less) you can effect with your power swords, and with a 20 man blob you have 6 attacks a turn, giving you roughly a 50% chance to inflict a wound a turn on that T 6
MC. Orders are your friend, as 'Bring it Down!' gives all your weapons TLed. If you run into a
MC, make sure your over 12" away (or whatever their base move is plus charge) and make sure they don't have fleet. Then you shoot the hell out of them and kill them that way, avoiding
CC with them. You do not charge or get into combat with
MCs, you shoot them. Blobs are troop killers, not
MC/vehicle/walker killers.
Command. What will you do if your opponent just focus fire on your CCS and PCS? They only have 5 models each, so it is very easy to kill them, even when in cover and lying on the groud...is it efficient to buy them any weapons upgrades at all, when they are so easy to kill?
This is why I use Camo Cloaks on my
CCS. Cover is better than Armor, and if you have the points, give them armor as well, but 20pts are 4 melta guns and thus can be better spent elsewhere. no one should get close enough to burn your
CCS out, and if they do, you have failed yourself tactically. You put it in a Chimera and your a single shot away from taking a wound to every member of your squad when the damn thing blows up. Chimeras protect you from small arms fire, but against bigger weapons it actually places you more at risk. You do not get in
CC with your Command Squads, period. Even with Straken it is a risk.
MoOs are dangerous due to the chance your going to shell your own units, since your goal is to get your blobs in
CC, and can only be used in static units. I would rather spend that 30pts elsewhere.
PCS are only useful for three things... scoring, flamers, and 'Move, move, move!'. If they die, they die. Do not waste them, but know their role in the battle and use them for that role. Once the Blob no longer needs to run, you move off and look to either camp an objective the blob cleared or to burn out weak scoring enemy units camping an objective. In straight kill point games, use them to protect the flanks of your blob from outflankers. Your
CCS (yes, you need at least one) makes your HWSs deadly, thus it needs to be in cover and within order range of your HWSs, if any. If your running Straken, you run /behind/ your blobs, taking body guards to give your
CCS 7+ members to help cut down on morale checks. Again, all you care about is his aura. Remember when you use Al'Rahim, his entire Platoon outflanks and comes in together as a single reserve roll,
PCS,
SWS,
HWS, PIS, ect... everything, one roll, one side. I have made fun lists with Creed and Al'Rahim and three Platoons, having two outflanking blobs with Creed's Tactical Genius.
Ogryns are fine for what they do, and there are not a ton of
Str 10 weapons out there that can insta-kill them. The problem with Ogryns are the lack of power weapons. You /really/ want to put a Priest in this squad, but you can't. Best solution I have found is putting Yarrick in the squad, but he is incredibly expensive. I am dubious of Crash's legality of hiding squads inside other squads due to the movement rules, but I will not debate them here.
Another important thing with blobs is that it is a heavy Order list. You want to read the Order section several times and use it extensivily. This is why I highly suggest Creed, Kell, and a Lord Commissar.
Remember that just because your running blobs, it doesn't mean you can't use Vets. Your vets are probably better off being static with Sentries providing covering fire (using that
BS 4) with plasma guns and a
HWT. I have used Harker in this role to make a 'forward fire base' of a Vet squad with two heavy weapons and plasmas in larger point games. He does an excellent job of drawing fire, and if you give him a second Heavy Bolter or a
AC, his unit can really tear up a single unit at 18" to 24" away. The frosting on that cake is Demolitions giving them all melta bombs and a Demo charge... effectivily 70pts worth of equipment for 30pts. But it /is/ frosting, and they are probably still going to die, but the goal is to have them live long enough to inflict their damage and potentially kill what they are worth. If your opponent is spending 2-3 turns shooting at Harker, those are turns he is not shooting at your blobs. But if you place Harker to close where your now validating his small arms with several units that otherwise wouldn't have a target just to use your plasmas, you might be making a mistake tactically.