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I recently played a tourney where I mobbed 2 squads into a 20 man squad. I really didn't notice too much of a boon for doing it. In fact, I was a bit worried I'd get shot off the table.
One good thing to come was pitting a group of nids and whittling them down.
I wanted to ask:
Why mob your squads? When to mob your squads?
when NOT to mob squads
-if you need to use transports with it
-if you plan to use it as an assault meatsheld in front of the line
-when the table is cluttered with terrain and movements of whole platoons are difficult
when you SHOULD mob squads
-almost always: you increase officiers orders efficiency twofold (up to 5 times actually)
-when you have heavy weapons models, as per the point above
-to save points for squad-wide upgrades: vox casters and commissar
-effectively tarpitting mid-strength cc opponents: placed correctly and kitted properly, a 30men squad with a commissar can hold pretty much forever any average CC opponent: non-specialized walkers, small non-rock units, etc.
Although Frost89's comment is much more constructive and specific, a **General** Rule of Thumb for Dummies is: (1) If it's Kill Points, blob; (2) If it is Objectives, consider whether your stationary Platoons (either split or blobbed) can adequately cover objectives on your table half. Apportion your Platoons and their respective sizes based on what objectives you can sit on all game and what it will take to hold said objectives (note: this assumes you are squatting stationary and firing Heavy Weapons all game like you should be )
Normally you'll plan your list around blob squads, i.e. putting in some power weapons, a commissar, probably straken or creed for furious charge and so on. A blob can get a bit unweildy. A unit's footprint is something you have to get a feel for with playtesting but you'll see how 30+ guys is a bit hard to manage, especially when you want to keep spacing to deny blast templates etc.
I think there's a lot to be said for the "standard" 20 man blob with a pair of autocannons and a commissar. It's a great roadblock but also small enough to be reasonably mobile and flexible "in the field" so to speak.
30+ guardsmen is a terror in its own right when used right but you need to get a feel for how it moves (or doesn't) and how it'll block off other units. You also need to screen it if you want to use furious charge so as to prevent them being charged themselves and defeating the whole point of the upgrade.
Copy, Improve, Innovate
Use mobs to employ CCS orders or fight in close combat. It gets optional after that.
Tactics. 30+ size mobs should always have at least one HW team, even if they don't plan to use it. The larger base size allows more of your men to fight in close combat. Also, a favorite tactic of mine is to place an HW team in the front as a tempting charge target. If the enemy fires before they charge, even just pistols, then I can use the first two wounds to kill the team...hopefully increasing the distance just enough to deny the charge. Enemies don't expect you to take an HW as the first casualty.
(In my last game, I actually killed off my Commissar and two pw-Sergeants to deny a charge from a Chaplain-led assault squad. Losing the blob was costly. Stranding the Marines in the open, in front of my LRBT, was priceless.)
Combined squads are technically declared at deployment, not list-build. One sneaky trick, if your enemy is doing outflanking, is to peel off a squad and line it up along the side of your deployment as an improvised speedbump. It's worth weakening a blob to fend off Genestealers or something. Similarly, a platoon of a 30-blob and a 20-blob can be made into a 50-blob if you're facing something like horde Orks or purist Marine Bikers...situations where CC is unavoidable and ranged firepower less essential.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
the posts above cover things quite nicely, I myself generally use a 20 man blob with 2 AC (which is pretty common) as a rear objective holder in almost all my games. It's far more common for me to want to add to the blob rather than do away with it. I'm of the camp that rarely if ever runs larger than 20 man blobs, but i haven't yet tried to anchor on some of the tactics that really make them shine either. Also it doesn't help that i haven't got my IG into large enough games to really need huge blobs yet.
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