Tuesday 3 April 2012

Agressive Straken / Creed Blob Guard army

So another idea to toss out for others to oggle which was inspired after a simple comment from Dakeryus who mentioned ''Did you ever think of adding in Creed and let the blob scout 6"? A blob 18" from the enemy table edge before rolling a single dice would be pretty upsetting''.

Hum, interesting comment which kicked off a mini brainwave. I had thought of using Creed to make gun line armies (More BID orders) and combined with Straken could really give me the best of both worlds. I'd even thought about using Creed's scout on one unit ability to make a second blob outflanking along with Al'Rahem or possibly a unit of hellhounds, but I'd never thought of making a guard army where if the enemy reserves against you in DOW they could be blocked form their own table edge... and I've been trying to figure out how to do this with my other Midfield army...

Make one blob scout 6 inches forward, the other blob just behind it and have the third blob either outflank or if it is CNC or objectives maybe walk on from your own table edge and begin running to catch up.

Meanwhile you scout move the front blob forward 6 inches. Then move it in your movement phase 6 inches, in the shooting phase go for a Move Move Move, hopefully getting a 6 to put them 6 inches away from the opponents table edge. Even in turn 1 that is scary enough as 6 inches, minus an inch to keep away from my men makes most vehicles unlikely to fit unless they tank shock on.

Hum... do I have enough Melta to spread across the board edge to make them take a rerollable leadership test death or glory with Melta weapons or Melta bombs.


1850 Pts - Imperial Guard Roster


HQ: Company Command Squad (5#, 195 pts)
   4 Company Command Squad, 79 pts = 4 * 6 (base cost 6) + Camo Cloak 20 + Regimental Standard 15 + Meltagun x2 20
      1 Lord Castellan Creed, 116 pts


HQ: Company Command Squad (5#, 200 pts)
   4 Company Command Squad, 105 pts = 4 * 6 (base cost 6) + Camo Cloak 20 + Regimental Standard 15 + Meltagun x2 20 + Colonel 'Iron Hand' Straken 121
      1 Colonel 'Iron Hand' Straken, 95 pts


Troops: Infantry Platoon (46#, 485 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
         1 Platoon Commander, 6 pts
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)


Troops: Infantry Platoon (46#, 485 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
         1 Platoon Commander, 6 pts
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)


Troops: Infantry Platoon (46#, 485 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
         1 Platoon Commander, 6 pts
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
      7 Infantry Squad, 45 pts = 7 * 5 (base cost 5) + Meltagun x1 10
         1 Heavy Weapons Team, 30 pts = (base cost 10 + Lascannon 20)
         1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)


So straight forward enough to see the plans, we have creed for 4 orders to help the lascannons or Meltas shoot better, we have Straken to help with some CC, counter attack or furious charge and adds more orders meaning we can get 6 out of the 7 units covered with BID or the likes.

There is an option to outflank a blob due to Creed, or make them scouts and scout move 6 inches forward, meaning in Dawn of war if you scout move forward (After lining the first platoon across the board you are 18 inches from their table edge, and if they reserved then you have a good chance of blocking their table edge come turn 2 if you seize or get some good MMM orders and movement (Without taking terrain rolls). And i have confirmed there is enough room to get Meltas across the board edge not allowing room for rhinos and the likes to tank shock on and avoid.

As for skimmers I can get the men back far enough with odd shaped gaps in places to cover 23 inches back (Since they need to remain an inch away and can onyl move 24 inches there is no point putting men back that final inch. and by starting 1.5 inches in from their table edge nothing can walk on and remain an inch away from the men.


My well detailed drawing showing how to block table edges within a turn or 2.


Add in the fact there is only 8KP and three of them are 41 man blobs and it makes it tougher on the enemy unless they can cope with so many bodies. Again though this is a first draft, and I’m thinking an Astropath might be a good option to get the other blob squad on the table if you outflank it, although this could be to taste. Though personally I want more bodies on the table earlier before the enemy get too far away from the table edges or begin culling my other two blobs.  

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