Combi-scripts
The Conscript blob: 8th Edition tactics. AKA ‘Combi-scripts’
The improved orders in 8th edition combined with the separation of characters from squads and the new shooting rules gives the conscript blob a real boost in terms of its tactical flexibility.
Rather than take a single blob of conscripts you can now split the blob in two (or take two huge blobs) and support them with a company commander. The company commander can issue TWO orders and they always work. The addition of a commissar, means that you can use ‘summary execution’ to keep the conscripts in the fight. This also increases the number of units you have allowing you to get you opponent to deploy before you commit your forces completely.
example:
‘Counter strike’ - you have a squad charged by the enemy. It falls back then uses ‘get back in the fight’ to shoot the unit that charged it. Second squad ‘first rank fire’ into the now exposed unit.
Example: 2 squads of 25 conscripts - Squad one charged and loses, say 15 survive. They fall back and then ‘get back in the fight’. Rapid fire lasguns means 30 shots from that squad. Squad two ‘first rank fire’ into exposed enemy. 100 shots.
130 shots hitting on 5 and wounding on 5 (up to T5) is 15 wounds inflicted, despite being charged in previous turn.
The squad can play as a 50man squad as you simply double issue the order to both squads. The Company Commander gives that flexibility.
The improved orders in 8th edition combined with the separation of characters from squads and the new shooting rules gives the conscript blob a real boost in terms of its tactical flexibility.
Rather than take a single blob of conscripts you can now split the blob in two (or take two huge blobs) and support them with a company commander. The company commander can issue TWO orders and they always work. The addition of a commissar, means that you can use ‘summary execution’ to keep the conscripts in the fight. This also increases the number of units you have allowing you to get you opponent to deploy before you commit your forces completely.
example:
‘Counter strike’ - you have a squad charged by the enemy. It falls back then uses ‘get back in the fight’ to shoot the unit that charged it. Second squad ‘first rank fire’ into the now exposed unit.
Example: 2 squads of 25 conscripts - Squad one charged and loses, say 15 survive. They fall back and then ‘get back in the fight’. Rapid fire lasguns means 30 shots from that squad. Squad two ‘first rank fire’ into exposed enemy. 100 shots.
130 shots hitting on 5 and wounding on 5 (up to T5) is 15 wounds inflicted, despite being charged in previous turn.
The squad can play as a 50man squad as you simply double issue the order to both squads. The Company Commander gives that flexibility.
The Wall
This is the general concept that models form a barrier to movement in 40K. As an enemy unit cannot move within 1" of your units this means all units act as a block to opponents.
Combining this with the ability to choose which models are removed means you can use your large conscript units as walls preventing and ultimately controlling movement.
A table is usually 6' by 4', so 72" at the widest point. With a base about 1" in diameter you need about 70 models to have a single line blocking your side off completely. This assumes minimal spacing and a blank board with no areas where scenery blocks movement, in which case fewer models are needed.
In reality you can use your conscripts as smaller walls. If you can maintain a second line in your units you can take dead models off from the back keeping the screen.
Of course flyers can move over this, but the point stands for general movement.
For this reason the order 'move move move' is really useful even in the early phases as you can use it to get your human barrier laid out where you want it. Combining it with a deployment focused on one part of enemy lines allows you to use conscripts to slow or stop your opponent re-positioning to support the area you are focusing on.
You can also use this to be aggressive by moving your conscript human wall forwards, allowing control of more objectives. The commissar is of course crucial to all of this, keeping battleshock losses to 1.
Ultimately the goal here is to dictate and dominate space, restricting enemy units movement, especially early on. It also forces the conscript blob to be the focus of enemy attention, hopefully reducing fire on more valuable units. If your opponent is going to gunline it then you advance your conscripts across the board pushing your combat line up controlling more of the board and forcing your opponent to fire on them or sacrifice objective points.
Combining this with the ability to choose which models are removed means you can use your large conscript units as walls preventing and ultimately controlling movement.
A table is usually 6' by 4', so 72" at the widest point. With a base about 1" in diameter you need about 70 models to have a single line blocking your side off completely. This assumes minimal spacing and a blank board with no areas where scenery blocks movement, in which case fewer models are needed.
In reality you can use your conscripts as smaller walls. If you can maintain a second line in your units you can take dead models off from the back keeping the screen.
Of course flyers can move over this, but the point stands for general movement.
For this reason the order 'move move move' is really useful even in the early phases as you can use it to get your human barrier laid out where you want it. Combining it with a deployment focused on one part of enemy lines allows you to use conscripts to slow or stop your opponent re-positioning to support the area you are focusing on.
You can also use this to be aggressive by moving your conscript human wall forwards, allowing control of more objectives. The commissar is of course crucial to all of this, keeping battleshock losses to 1.
Ultimately the goal here is to dictate and dominate space, restricting enemy units movement, especially early on. It also forces the conscript blob to be the focus of enemy attention, hopefully reducing fire on more valuable units. If your opponent is going to gunline it then you advance your conscripts across the board pushing your combat line up controlling more of the board and forcing your opponent to fire on them or sacrifice objective points.