Switch Theme:

IG blobs and vox's, how do they work?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Heroic Senior Officer





Western Kentucky

Ok so lets say I wanted to use vox's with a power blob squad I've got. I know I need a vox with the Company Command squad, but do I need a vox for every squad in the blob platoon, or do I only need one? E.G. If I've got 3 squads in a blob (30 guardsmen), do I only need 1 vox in the first squad to allow a reroll for the whole blob's orders, or do I need one in each squad in order for it to count (1 for each squad, so 3) I'm about to have my first game this saturday, and I'm still learning all the rules for my little guardsmen. This is the difference between only 10 points of vox, or 20, so I'd like to be sure of what I'm doing before I start glueing voxcasters.

If it matters, I'm running mostly foot guard, with a 30 man powerblob with PW/meltas/meltabombs, a 20 man blob running plasmas/lascannons as firesupport (this is the one I want to give voxes to) 2 PCS, 2 CCS (1 with straken following the powerblob) and a Leman Russ that I'm picking up from another guy when I get there. Still ironing out the list on Battle Scribe right now, but I need to know how the voxes work before I can finalize it. I can post a rough draft of it on the army list area as well if you'd guys like.

BTW, can you tell I have no idea how to spell the plural form of voxcaster's? Thanks for any advice guys, it'll help a lot!

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

The whole blob only needs 1 Vox. The only benefit of having an extra vox is that if one dies, you still have another.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Heroic Senior Officer





Western Kentucky

Happyjew wrote:The whole blob only needs 1 Vox. The only benefit of having an extra vox is that if one dies, you still have another.


Alright awesome, that just saved me 5 pts that I really needed. Thanks for the help man!

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
One Canoptek Scarab in a Swarm





Massachusetts

Consider not gluing on any voxcasters. I magnetized mine using 1/8" neodymium magnets. Just drill a 1/8" hole in some trooper's back, drop the magnet in and cover with some glue. You can put the head of a small nail or another magnet in the vox set. Paint over they trooper's back if you like. If you really don't worry about looks in the game, you might get away with a rubber band.

Necron 2480 points 
   
Made in gb
Araqiel





Ards - N.Ireland

Are you running commissars? If so you might not need the vox, if you aren't becareful taking losses as you will take morale checks

This message was edited 1 time. Last update was at 2012/01/26 15:03:11


 
   
Made in us
Lone Wolf Sentinel Pilot





Fort Benning, Georgia

Duce wrote:Are you running commissars? If so you might not need the vox, if you aren't becareful taking losses as you will take morale checks


Vox casters no longer have the rule of using the officers leadership when rolling for morale checks. Their only purpose is to allow the squad to re roll the leadership test if it is failed when issued an order.

   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Ignatius wrote:
Duce wrote:Are you running commissars? If so you might not need the vox, if you aren't becareful taking losses as you will take morale checks


Vox casters no longer have the rule of using the officers leadership when rolling for morale checks. Their only purpose is to allow the squad to re roll the leadership test if it is failed when issued an order.



I don't think he was saying that, just that it is a good idea to take commissars and that can make a vox network less useful.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Hardened Veteran Guardsman




Lawndale

Commissars high Leadership makes the Vox less needed. The only unit I've ever needed a Vox on is the one unit that cannot take them, Heavy Weapon Teams.

11k 3k 5k 3k 2k
10k 10k 8k
3k 5k 4k 4k
Ogre 4k DElf 4k Brit 4k
DC:70+S++++G++MB+IPw40k00#+D++A++++WD251R+++T(D)DM+ 
   
Made in gb
Drop Trooper with Demo Charge





England

axeman1n wrote:Commissars high Leadership makes the Vox less needed. The only unit I've ever needed a Vox on is the one unit that cannot take them, Heavy Weapon Teams.


...The pain... First time i used something other than creed+kell i rolled for hvy squad order bring it down, rolled a 12, didn't get to use second order, cried.

2250pts(The Grizzly Guardsmen)
WDL: 28\8\14 (All point lists)

WHFB - Ogre kingdoms:
WDL: 6/0/0 (All points lists)
The Lascannons roll.... 
   
Made in us
Heroic Senior Officer





Western Kentucky

Duce wrote:Are you running commissars? If so you might not need the vox, if you aren't becareful taking losses as you will take morale checks


Yeah, I've got 2 blobs, each running a commisar with them, one's a gunline and the other is a powerblob. I had a platoon with the heavy weapons mixed into infantry squads, and was going to take advantage of their higher Ld for orders on the heavy weapon teams. I've since changed the list heavily and have the Hw's seperated. If you want to see the list as it sits now you can see it here. It aint pretty, but I dont have a lot of models yet so it's kind of all I can manage... http://www.dakkadakka.com/dakkaforum/posts/list/425866.page

To be honest, I'm kind of surprised to see this thread still up, I figured it woulda dissapeared a long time ago Thanks for all the help guys, I'm deffinitely going to try magnitizing my voxes sometime, thanks for the idea PrivatePanic!

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
Forum Index » 40K You Make Da Call
Go to: