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Post by that1guy on Feb 13, 2017 7:29:20 GMT -5
Alright, I've got a couple games under my belt. Been walked through a couple of games by some senior players aaaaand now I have more questions than ever.
Soooo.... the infantry blobs? Am I reading this right? Can I really just make a full blob of 15 AC's?
If I make an infantry blob out of 30 guardsmen can I include some more of those Heavy Weapon's team in that infantry blob oooor.... do the Heavy Weapon's team stay segregated into their own heavy weapons blob?
Sooo.... If I have an infantry blob of like 40 dudes, and one has a vox caster do all 40 get to re-roll that failed order? or do I have to buy a vox caster for every 10 men I've packed in that blob?
Now I can't pack Veteran's or Conscripts or Special Weapon's Teams in an infantry blob can I? It's just other infantry of the same type right? I can't put the Platoon Command Squad their either can I? So I can have two big infantry blobs in one troop slot AND a heavy weapon's blob? All in the same troop slot?
Ooookay.... So my ministortum Priest gets to pick a Hyme during.... and I quote; "each fight sub-phase,"? uuhm... yeah, dafuq does that mean?
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Post by cheminhaler on Feb 13, 2017 10:36:17 GMT -5
Infantry blobs are only made from Infantry squads and it's between 2-5 squads, so that gives you a range of 20-50 troops.
No special weapon squads, hw squads, conscripts or command squads only infantry squads. But you can still take 1 heavy weapon per squad, one vox per squad, upgrade every sgts equipment and attach a Lord Commissar to make them Stubborn.
Personally I prefer NOT using blobs as there are lots of downsides too - artillery strikes, all 5 squads shooting at one target = overkill and losing 5 squads at once (quite easily happens) is a big blow to your list. IMHO better to spread your bets around rather than putting all your eggs in one basket but some players swear by them.
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Post by RedsandRoyals on Feb 13, 2017 10:43:18 GMT -5
The only units that can blob are the basic 10 man squads. No HW teams, PCS, or special weapon teams, sadly. No conscripts either, nor Vets (since the vets aren't even part of the platoon).
You DO only need the one vox caster, I believe. Just keep him waaaay in the back.
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Post by treadiculous on Feb 13, 2017 18:16:23 GMT -5
to further clarify:
separate parts of a platoon which cannot blob:
heavy weapon squad (but you can get 5 squads per platoon) special weapon squad (but you can get 5 squads per platoon) platoon command squad
(Veteran squads are not part of platoons though CAN receive orders from a platoon command squad or company command squad)
parts which may blob:
infantry squad
note 1: you may equip an infantry squad with 1 heavy weapon TEAM and 1 special weapon PRIOR to blobbing them, so a maximum of one of each per 10 men. note 2: a vox caster is required in a blob, but you only need one for the whole blob (plus the one the platoon command squad has). note 3: the entire blob counts as a single unit so orders go further the bigger the blob, as do any negative effects caused by the opponent.
And to cap it all off; A Platoon (regardless of its parts) is a single troops choice
If entering from reserves it behaves as a collection of separate units, so will require a reserve roll per unit. (a blob will be one unit).
..and finally
the priest gives a bonus to the unit he is attached to, this bonus is calculated so that it gives each model in the unit an additional special rule.
the SUB PHASE part comes into play with regard the initiative of each model; since models with different initiative strike in separate SUB-PHASE's (with highest initiative fighting the first sub-phase) it basically means the priests bonus will effect everything in that unit no matter whether they attack first, last or anywhere in-between.
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Post by emptyhat on Feb 14, 2017 12:24:07 GMT -5
DO NOT roll hymns for every Initiative Step. Instead open your rule book to page 48 and you'll see that the Fight Sub-Phase is the second of two sub-phases in the Assault Phase; after the Charge Sub-Phase finishes you roll leadership for hymns and the effect will stay until your opponent gets to their Fight Sub-Phase when you get to roll again.
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