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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Lately I've had this fascination with tanks that's left my Ork horde no room in my heart or carrying case. At least until I saw these little beauties on Forgeworld. I thought 'hey, I could make a half dozen of those with some sprue and bitz.' This morning I got my mits on a copy of IA8, and along with the Grot Mega-tank rules and Codex: Orks, I fashioned myself a right killy Grotzkrieg list. But first I've got to test it: I mean, if it isn't even fun to play, why spend the time building it? So I pitted it against my scaled down Armored Company. With very little to bust AV14, if I could at least have fun against a difficult list, I'd be worth the effort to build them.

Big Mek, KFF, 85
5 Grot Tanks, Big Shootas, Kommanda w/ Grotzooka, 200
3 Grot Tanks, Rokkit Launchas, Kommanda w/ Rokkit Launcha, 165
19 Grots, Runtherd, 67
25 Shoota Boyz, Nob, PK, BP, 190
Grot Mega-tank, 2 TL-Big Shootas, 3 Rokkit Launchas, RPJ, 140
3 Killa Kans, Rokkit Launchas, 150
997

Company Command Tank, Vanquisher, co-axial Stubber, Lascannon, 190
Leman Russ Demolisher, 165
Leman Russ Punisher, Heavy Bolter Sponsons, 200
Armored Fist Squad, Grenade Launcher, Heavy Bolter, 120
Armored Fist Squad, Grenade Launcher, Heavy Bolter, 120
Medusa, Bastion Breachers, 140
Colossus Artillery Strike, 60
995

I know few people have the Forgeworld books, so for reference rules for the Grot Mega-tank are here. The Colossus Artillery Strike basically gives my Vanquisher the Master of Ordnance, but it fires with the Colossus' profile and has to wait until reserves are available. If you think of the Grot Tanks as Trukks with the movement and invulnerable save rules the Grot Mega-tank has, you won't be far off.


It is Capture and Control, Pitched Battle. Orks go first, and the IG fail to seize. The Deffkoptas are place-holders for the Grot Tanks, and the Looted Wagon is the Grot Mega-tank. The Orks hold the Grots in reserve. The Orks plan on flanking the enemy's objective with the Boyz and Kans, and putting as many wrecked tanks between the Russes and their own as they can. The Guard intend to break through the Grot Tanks, take the objective, then contest the remaining one with Leman Russes.


The Orks move up, and the Big Shoota Tanks throw a ton of lead across the board, through cover and into a Chimera, wrecking it. The Rokkits are just out of range at this point.


The Imperial Guard's turn begins with several bangs. The Punisher shakes 2 of the Big Shoota Tanks and wrecks a third. The Vanquisher is only able to stun the Mega-tank, while the Medusa bags a Shoota Tank. The Demolisher gets a glance or penetrate on all 3 of the Rokkit tanks, but cover saves them. The Chimera's Multilaser fails to hit anything.


The Orks only manage to Immobilize the Punisher this turn, but locking it in that position guarantees the Ork's success on that flank. They'll at least score a draw, so the pressure is on the IG.


The Colossus bombardment begins, although it will miss every shot this game so I won't mention it after this. Chimera it is escorting pops smoke for fear of the impending storm of lead. The Demolisher only manages to stun a Rokkit Tank, the Vanquisher misses, and the Punisher only manages to blow off some unimportant bits. The Medusa has the same problem with its main gun, then fires its Heavy Bolter as an after thought and explodes a Shoota Tank.


The combined fire from all of the Ork vehicles gets the Chimera a shaken result. Fantastic.


I'm almost certain the Demolisher doesn't actually fit there, but the IG would have to concede if it didn't. Finally the Vanquisher gets on target and it kills two Killa Kans. The Medusa follows suit, but only takes the DCCW off the last Kan. The Punisher takes out two Rokkit Tanks, and it looks like the IG have a glimmer of hope.


The Orks wreck that Chimera by the skin of their teef. 4 Weapon Destroyed results and the Guardsmen fall out like candy for the Killa Kan. The Shoota Tanks make it behind the Vanquisher, but fail to do damage. Now if you look at the bottom right of the board, you'll see a distinct lack of Guardsmen. I'd just started to wonder where all the 6's had gone when the Guard rolled this:
<Nikolii> rolls 24 dice, 5+ to save...
* 11 out of 24 dice save (5+) = (6,6,6,6,6,6,6,5,5,5,5,4,3,3,3,3,3,2,2,2,1,1,1,1)
* Amounting to 11 saves, being 13 wounds.
Because apparently 5+ means 50/50. Still, the Guardsmen all died, and with the other squad locked in combat with the Kan and Grots on the home objective I decided to call the game at the top of turn 4. Even if the game goes on to turn 7, the Guard can't kill both the Grots and the Boyz.

That was an awesome match. I'll probably sell my Ork Horde and be content with this little thousand point army.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in au
Member of a Lodge? I Can't Say



Australia

I've always wanted to see Grot tanks in a bat rep, let alone do well. Thank you for showing us this.

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Made in us
Nasty Nob






Gardner, MA

I second the post!! I picked up four of the little buggerss and have been wanting to test them out. I really enjoyed seeing them used enmass in a batrep. Thanks for posting.

A man's character is his fate.
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

is it just me or has vassal gotten prettier?


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Vassal is really nice now. In fact, the uploaded pictures are a little too big and got pixelated.

I think the Grot Tanks shouldn't bother with Skorchas or Grotzookas, except as weapons of opportunity on Kommanda. I'm considering pintle-mounted Shootas for the Rokkit Tanks, but that'd make them 50 points a pop. I think the name of the game here is keep them cheap and spam them. Big Shootas are apparently excellent when you can shoot 5-7 of them in one volley, but the biggest advantage they bring is the 36" range. For those reasons, I'm not content with the Rokkit Tanks; they aren't cheap and don't have a good range. I only took them because I needed to get the anti-tank somewhere.

I'm still not comfortable with the Grot Mega-tank. I feel like, because it is more durable, it should take the Grotzookas and get in close. Maybe something like this: 2 TL-Grotzookas, 2 Rokkits, Skorcha, Wrecking Ball, 155. Then again, it can't re-roll its movement so on a bad day it'd never get to the enemy. Maybe longer ranged weapons are better? I like the Big Shootas on the Tanks because you can take so many, but take 5 on the Mega-tank and you aren't taking advantage of the All Aboard! rule and taking less than that lacks a punch.

The rules are available, how would you guys build your Grot Mega-tank?

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
Jihallah Sanctjud Loricatus Aurora Shep Gwar! labmouse42 DogOfWar Lycaeus Wrex GoDz BuZzSaW Ailaros LunaHound s1gns alarmingrick Black Blow Fly Dashofpepper Wrexasaur willydstyle 
   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

I think the mega-tank should roll 3d6 and the player gets to remove one dice of their choice, so that they have some small amount of control over how far it moves. (Some grots pressing the gas while others press the brakes!)

This message was edited 1 time. Last update was at 2010/11/04 18:51:17


Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
 
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