Surviving The Blob In 40K


Swamping the table with huge hordes of models is nothing new to 40K, it’s just how 6th edition has made it possible for every army to do it- to have their cake and eat it also so to speak.
What is the definition of a blob in 40K?
Let’s start with that.
A blob is a huge unit of models, or multiple units of lots of models that work together as a single massive unit, cheap in points, very effective for their numbers, and made fearless/stubborn from a special ability or IC that has joined and hides in the unit.
By themselves the single model isn’t that impressive- imagine a chaos cultist or an imperial guard trooper, BUT taken in big blocs, say around 50-100 and now you have a mass that can absorb lots of damage and throw out lots of shooting and assault in quantity which becomes its own quality.
Allies has made the blob problem even greater since now every army (except the space bugs) can take cheap chaos cultists, zombies, or IG as blob fodder and still have all their other power armored and elite core army units.
That said, what really scares me about a blob is its powerful ability to deny parts of the table, especially the mid field in the game- advance those 100+ models to the center, restricting your opponents movement ad laugh as they can’t kill enough of the models in 5-7 game turns.
Or even better, bring the blob to one of your flanks, denying that part of the table from your opponent so they have to go to the other side and deal with the elite parts of your army- jacked up terminators, heavy weapon teams, etc.
So how are we going to deal with blobs?
Well, the first question to ask is do you have something in your list that can remove dozens of models a turn? A trio of punisher tanks? Mass templates, especially cover save ignoring ones? Do you have the mobility to get them into position against the blob, while your opponent is shooting at them to try and stop them?
Assault is another option, notice “option” but generally not the best one, as often the most you can hope for it to tie the blob up since they will be fearless and can’t be cut down, and then you still have the same issue of the blob denying the table.
Do you have the mobility, or mobile elements of your list that can fly over the blob, thus denying its space denial on the table?
Of the three options #1 is the best, followed by #3.
Blob + allies + flyers = 6th edition “competitive” play so having a counter is important as you will come up against it sooner or later…


  1. Well, if you play Space Marines, you'd come a long way with an Aegis + 2 rifleman Dreads (anti-flyer), and 3 Whirlwinds, because they fit the description: either 3 large blasts at S4-AP5-ignore cover, or S5-AP4. And they can be fired indirectly, so you can keep them out of LOS. It's even quite cheap. How about that? Cheers Fritz!

  2. Blobs will be a huge part of competitive play for 6th edition, and Artillery is definitely the answer. Between sniping important characters and ignoring most types of cover, Artillery pieces should become staples in every army.

    'But I can just spread out/stay in area terrain!' Practically, no, you can't. Tournaments force you to move, and time limits force you to play. Yes, you can always force a Draw with slow play - I'm looking at you, 180-model Ork army player that doesn't get past turn three - but people that want to be in the running to win a tourney understand that this type of play just doesn't work out.

    Blobs are good, take the one item that counters them - Large Blast Artillery.

  3. Blobs have been a thorn for me. With stubborn or fearless, and something like Azeal giving a 4+ invuln, they become such a pain to get rid of.

    Couple that with the the fact that I hate the fluffiness of a giant mob of guys that are genuinely effective, and you have the reason behind my anger when facing one.

  4. I have two answers to the blob that have been working quite nicely for my Drop Pod Lamenters.

    1) Frag Cannon Furioso with Heavy Flamer. Three templates per turn is gross, particularly when combined with rending and ap4 on the HF. Combine that with the blob's inability to kill that model in assault, and I can stop their antics.

    2) Blood Talon Furioso. I kill you. And again. And again. And again...

  5. Saim-Hann Eldar have plenty of stuff for option #3: jetbikes & grav-tanks jump over the blob like sergej bubka (remember him)?

  6. The humble Night Spinner is no slouch in this department either. Making that many cheap models take dangerous and difficult terrain tests whenever they move is great on top of rending twin-linked barrage.

  7. I was just going to drop in here that it's a compelling reason to take the invisible jetlock council. Eight heavy flamers that re-roll wounds WILL make an impact.

  8. double blood talon furioso would probably make back more then his own cost. cheap blob infantry usualy dies fast so the furioso keeps going and going and going...


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