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		<title><![CDATA[Latest posts for the thread "Blob Gaurd RIP"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Blob Gaurd RIP"]]></description>
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				<title>Blob Gaurd RIP</title>
				<description><![CDATA[ Am I the only one who misses infantry blobs for the Imperial Gaurd?]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 01:31:19]]> GMT</pubDate>
				<author><![CDATA[ Loon]]></author>
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				<title>Blob Gaurd RIP</title>
				<description><![CDATA[ Functionally speaking it's not that different right now, you can still viably do foot guard and conscripts effectively simulate what blob guard units were like back then (albeit without any upgrades, but it's purpose is functionally the same).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 01:44:41]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>Blob Gaurd RIP</title>
				<description><![CDATA[ It seems to work fine now, the only thing is that you have to set aside points and slots for Platoon Commanders to follow your rather large number of squads. If you want literal blobs Conscripts are a thing.]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 01:59:21]]> GMT</pubDate>
				<author><![CDATA[ Zuri Prime]]></author>
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				<title>Blob Gaurd RIP</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/732875/9494592.page"><b>Loon wrote:</b></a><br/>Am I the only one who misses infantry blobs for the Imperial Gaurd?</div></blockquote><br /> <br /> Honestly? Not really, no. Most of their advantages (require fewer priests/commissars, can tarpit units, require fewer orders etc.) are either already covered or else no longer matter. e.g. a single priest or commissar can now affect many infantry units - so there's no longer any need to meld infantry squads to get the best use out of each one. Tarpitting is largely pointless now (given that units can freely fall back), so there's not much advantage there. The only one that still seems to apply is Orders, but with Company Commanders now being half the price I'd say that's far less of an issue.<br /> <br /> I actually prefer the current system as the individual infantry squads can now act as such without penalty. <br /> <br /> <br /> With regard to the loss of platoons in general, I think some units came off well and others came off badly:<br /> <b><br /> Infantry Squads:</b> These seem fine, really. As above, I think they've gained more than they've lost. And by no longer being platoons it means you don't need nearly as many to fill out a Battalion or Brigade.<br /> <b>Platoon Commander:</b> I think these guys really should be 5pts cheaper. As it stands, Company Commanders cost 50% more but give you twice the value in terms of orders. <br /> <b>Command Squad:</b> I think these really need some sort of command-based rule. As it stands, they're probably too fragile to be of much use to most armies.<br /> <b>Conscripts:</b> Arguably <i>too </i>efficient. I don't think they're overpowered <i>per se</i>, but needing to take a couple of infantry squads to unlock them might have been a more sensible idea than allowing them to freely <i>replace </i>infantry squads. <br /> <b>SWSs: </b>These really need to be troops. As it stands, they're competing with Command Squads (no surplus bodies but <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+ and can take an additional special weapon) and Veterans (can also take 3 special weapons, but are BS3+ have more surplus bodies and can also take a Heavy Flamer and/or Heavy Weapon). What's more, they're competing with Scions (2 special weapons per 5, but are <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+, can deep strike, have <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 lasguns on other members, have 4+ saves and are <i>troops</i>). Even as troops, SWSs would probably struggle to compete, but at least the gap wouldn't be quite so wide. <br /> <b><span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:</b> These have gotten a lot better (being significantly cheaper and having many of their weapons improve considerably). The fact that they're now <span class="glossaryitem" onmouseover='gp(57);'>HS</span> units is fantastic, as it gives infantry <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies a way to fill out those slots in a Brigade, without having to use tanks. ]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 10:25:03]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Blob Gaurd RIP</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/732875/9494592.page"><b>Loon wrote:</b></a><br/>Am I the only one who misses infantry blobs for the Imperial Gaurd?</div></blockquote><br /> <br /> Misses? Its not gone, just only with conscripts. You can still have like 50 of them in a squad.]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 10:26:17]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
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				<title>Re:Blob Gaurd RIP</title>
				<description><![CDATA[ I suppose the infantry blob isn't entirely gone, since the new company commander costs the same as the old <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>, a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and two infantry squads is functionally equivalent to an old <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> with a 20-man blob.  At least until you start trying to use psychic powers on them or to buff them with other units. <br /> <br /> Still, I do kind of miss being able to treat 50 models with 5 heavy weapons and 5 special weapons as a single buff target. ]]></description>
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				<pubDate><![CDATA[Sun, 16 Jul 2017 14:50:06]]> GMT</pubDate>
				<author><![CDATA[ ross-128]]></author>
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