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Made in au
Longtime Dakkanaut






They out-shoot slugga boyz point for point too

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in jp
Regular Dakkanaut




ChrisCP wrote:They out-shoot slugga boyz point for point too


Actually they're as good at shooting as shoota boyz pt for pt.

Consider (vs T4)

3 shoota boyz, 6 shots, 2 hits, 1 wound.

6 grots, 3 hits, 1 wound

Of course the shootas have more rnage, better ap and are on a platform that can fight too.
   
Made in au
Longtime Dakkanaut






~! Mm I was thinking about drawing it out to that extrema but for the reasons you gave and as the minimum would be 10 gretchin 1 runth = 43 points as one must cost ones-self a runtherd I didn't do the calculations due to time

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
Mekboy Hammerin' Somethin'






Minimum is 40... 30 for 10 gretchin and 10 for the herder...

So for the price of those 2 burnas on your KFF meks... you get a 11 wounds scoring unit that can hang back while the rest of your army can deny your opponent any objectives.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in ca
Decrepit Dakkanaut





Being a screening unit is awesome, particularly they evaporate so easily, not sticking around to lock units in combat where you can't shoot or charge them. If you could take a unit of Gretchin for every unit of Orks, I think we'd see them more often.
   
Made in us
Irked Necron Immortal




On the train headin down to delicious town

You cant charge them if they are in combat?

loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in gb
Hanging Out with Russ until Wolftime







Shake Zoola wrote:You cant charge them if they are in combat?
Not if all the gretchin block your path to the enemy models.

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
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Made in us
Irked Necron Immortal




On the train headin down to delicious town

Fair enough!

loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

As if the point hadn't been made, just need to be clear....

Gretchin F****** OWN!

   
Made in ca
Squishy Squig




over 'ere!

I loves my grots. I agree with 19 being a good number, making them cost 3.5 points each (incl the RH). Makes them for my points a mobile, objective taking, occasionally SM and Tau killing version of 'Ard Boy armour, at .5 points cost less per model. Many objectives have been held by me little grotses, if they die they die, but if they kill something I dont care if I lose the battle. My gretchin killed something!

Sic vis pacem, para bellum

-Vegetius, De Re Militari

 
   
Made in gb
Hanging Out with Russ until Wolftime







Another tip when dealing with Grots trying to take 2 or more objectives is this:

If they shoot at you, go to ground.
If you are pinned (or gone to ground) you are unable to move, even if you are out of coherency. The downside is you can only do this is you take a wound from the enemies shooting, but if they aren't shooting at you, thats a good thing!

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!)
 
   
Made in us
Brain-Dead Zombie of Nurgle




In my room.... Eating nurglings!

my friend played an all ripper army, but he gave up because it was too hard trying to get all the models

Nurgle FTW 
   
Made in us
Bounding Assault Marine





Rubidoux, CA

Dashofpepper wrote:As if the point hadn't been made, just need to be clear....

Gretchin F****** OWN!


Yes, Yes they do especilly when they're Cybo I've said I have 180 of these right. They work great in games with objectives & no time limits, there's just too many to kill efficiantly. In game with time limits (tounoments) they have problems because there's just too many to move quickly. But the look of horror on the enemies face is always worth it

This message was edited 1 time. Last update was at 2010/06/08 06:47:07


No good will come of this, No good at all
WAAAGH! FOR THE EMPEROR!
Midnight Dragons: 2000pts Wins 3 Loses 1 Draws 0
The Fox Knights: 4218pts Wins 1 Loses 2 Draws 0
King Krumpz Boyz: 2965pts Wins 1 Loses 1 Draws 1
Tigrus Vespa Hive: Spawning Wins 3 Loses 5 Draws 0
500-pts 
   
Made in se
Fresh-Faced New User




Gretchin should be getting the mob rule... I mean, by the strict interpetration of the rules, there's no such unit type as 'orks'. Compare to the necrons where they have a special rules for it. Denying the grots the mob rule because they are a subrace seems silly. Now it could work if the mob rule said "other models with the mob rule" instead of orks. Now though, the natural intepetration is "everything in this book that is a member of the orkoid species, ie everything from warbosses to snotlings if we had them'. Squigs not counting since they are wargear. Removing the mob rule I feel is rather sad, since in the old fluff, gretchin were fairly corageus(dumb as tack and trying to imitate their adored orky brethren), and I could very much see a horde of gretchin doing ridicilously stupid things.

Still, this means they got nerfed. So, gretchin were so good, gw had to nerfbat them into submission. (Either that or gw did their usual drunken consideration towards the rules and gretchin just happened to be on the recieving end this time.) So now that the gretchin are wont to up and run after assault or significant fires towards them, are they still useful?

I believe in female space marines. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

The Fox Lord wrote:@ Mistress of minis: Runtherdz shouldn't have the Waaagh! & Mob Rule special rules.

@ Nurglitch: I field 180 of these little buggers, BS 3, 5+ Invlunerable, one Grot mob w/Feel No Pain I love these



Except your forgetting to add that the guns are str2. So they fail horribly at wounding. So they are basically just as good at shooting as normal Orks. Except shoota boyz have assault2 weapons, that shoot farther, and are stronger with an ap5 weapon. Not to mention you can then charge those boyz into an assault AFTER shooting the piss out of a unit.

Id like to see grots attempt that

But Ill have to try the 67pt grot mob. That sounds cheap and has more pros then cons
   
Made in us
Yellin' Yoof on a Scooter





Colorado Springs

Kroot Loops wrote:This is when I noticed Gretchin don't have mob rule, so I needed double 1's, failed, killed some grots to roll again and failed again.


I have to ask, as I keep seeing this... when I look at page 100 of my Ork codex, under Gretchin, "Mob Rule" is clearly listed under "Special Rules" for the Runtherd. If the Runtherd has Mob Rule, and the grots require 1 for every 10, that means when the Runtherd makes the leadership test for his grot-mob, he will use Mob Rule to do so, making a group of 11+ Grots Fearless. Am I wrong?

___
Ever expanding, ever building: https://acrylicandsteel.com 
   
Made in us
Regular Dakkanaut





vinbreau wrote:
Kroot Loops wrote:This is when I noticed Gretchin don't have mob rule, so I needed double 1's, failed, killed some grots to roll again and failed again.


I have to ask, as I keep seeing this... when I look at page 100 of my Ork codex, under Gretchin, "Mob Rule" is clearly listed under "Special Rules" for the Runtherd. If the Runtherd has Mob Rule, and the grots require 1 for every 10, that means when the Runtherd makes the leadership test for his grot-mob, he will use Mob Rule to do so, making a group of 11+ Grots Fearless. Am I wrong?


The Official Ork FAQ removed the WAAAGH!!! and Mob rule special rule from the Runtherd. Check the GW website.
   
Made in gb
Hanging Out with Russ until Wolftime







The FAQ didn't change it, the ERRATA changed it.

Big Difference.

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!)
 
   
Made in us
Boosting Ultramarine Biker



Saco, ME

Our local Ork expert brought some Gretchin to the most recent 1500 point game night. Normally he runs a disgusting Kan Wall with max-sized Boyz mobs and Stormboys and Ghazgul.
He just had the Grots start in the back, and slowly walk/run over to an objective the whole game. There was so much Orkflesh coming at me, I didn't really have time to shoot the Grots.
They seem like a sleeper unit. They skulk around in the back, looking useless, until it's Turn 5 and you're too far out to take the objective back from them.

 
   
Made in us
Daemonic Dreadnought







I need to add a large disclaimer to Dash's statement

Dashofpepper wrote:As if the point hadn't been made, just need to be clear....

Gretchin F****** OWN!


*Offer only applies if the ork player knows what he is doing*

Grots own in the hands of a skilled player. In the hands of an unskilled player they are more of a liability than an asset.

Example of how an ork player can turn grots into a liability. A bad ork player advanced 60 boys and 30 grots within charge range of a chaos army. Call them Mob A Mob B and da grots

A squad of plague marines charges Mob A and da grots
A 2nd squad of plague marines charges Mob B and da grots
A squad of CSM &/or summoned deamons charges da grots

It's all one giant CC. The 2 mobs of orks are not going to do much to 2 units of plague marines. S3 Versus T5 power armor +FNP is no fun. It would be safe to say the 2 units of PM and the 60 boyz are stuck in a long drawn out combat that the orks have a good chance of eventually winning through nothing but the 2 nob's power klaw eventually wearing down the PM. Unless of course the CSM or SGD slaughter 30 grots in a single turn. Now each unit of boys ends up taking 30 wounds from fearless and pop like a zit, and about 500 points of orks gets flushed down the crapper.


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Any ork player who advances into charge range of multiple units while exposing multiple units (Gretchin and orks) not only advanced poorly, deployed poorly, but also deserves what happens.

   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

Dashofpepper wrote:Any ork player who advances into charge range of multiple units while exposing multiple units (Gretchin and orks) not only advanced poorly, deployed poorly, but also deserves what happens.


Agreed.

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in us
Daemonic Dreadnought






Lulz yep. Watching a new player work with orks is a lot like watching retards play with nitroglycerin. The outcome is both very horrible and very predictable. Most new players start with an army from ABR which means they play space marines or orks. Space marines are a much more forgiving army for a new player to play.

The bad rep that grots have come from the abuse the receive at the hands of new players. A common use of grots is as a screen to give boys a 4+ cover save. I think that is a terrible use of grots for new players to attempt because they often end up having difficulty advancing correctly and deploying correctly. The learning curve for orks is sharp and cruel, adding grots to a new player's list can be adding fuel to the fire.

Experience ork players are a different story, but once an ork player gets to your level of experience Dash they tend to give up on the grot screen and use them as dirt cheap objective grabbers who are happy to go to ground for a 3+ cover save. It's a really annoying tactic to deal with because shooting anything at a unit as cheap as grots that have a 3+ cover save is a complete $#$@ing waste of bullets.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in my
Fresh-Faced New User





schadenfreude is spot on, gretchins are more of a finesse army which can be worthless if not played properly.

Players who are new to the game are better off with units who are direct and killy, like the Warboss (you hardly go wrong with him), Big Mek KFF (just place it near the things you want to protect), boyz, nobz, lootas and kanz.

In the hands of an experienced 40k player, gretchins can be surprisingly annoying cheap unit that can grab objectives, protect your boyz, or a tarpit unit. With grabba stiks and some decent luck, you may even stop a Daemon Prince in his tracks!

This message was edited 1 time. Last update was at 2010/06/09 08:16:40


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

In my opinion 19 grots + 1 runtherder is good. As has been mentioned, they have a few good uses.

They can be used as mobile cover for your boys, and its a lot cheaper than a big mek + KFF. When they get charged and wiped, that means my boys can join in the fighting on the assault!

Usually though I use them to hold an objective or two. My grots spend the majority of their games sitting on objectives and going to ground every time they are fired on. Its amazing what a 3+ cover save will do to keep your grots alive!

The grots biggest weakness is vs. assault. 5 assault marines can wipe 19 grots with little difficulty. Ive not found this that big of a problem for most games, as my boys tend to attract a lot more attention.
   
Made in us
Flashy Flashgitz




Alexandria, La

Dashofpepper wrote:
Gwar! wrote:Runtherds had the mob rule removed in the Ork Errata.


And....now I have no need to chime into the argument. Whether gretchin count as orks doesn't matter because the runtherders don't actually have mob rule. =p


Don't you use the highest leadership in the mob, then apply any negatives? So for example, if you lost a melee by several, and chose to use the Mob Rule leadership, you'd have 3 minus whatever?

I realize that you can't due to the errata.
   
Made in us
Longtime Dakkanaut







Remember the main rule of 40k.

When your Gretchin kill a Terminator unit, you win 40k, no matter the rest of the score.

   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

Does having 30 gretchin charge only two terminators remaining in a unit and killing them count? Cause i did that, the game almost ended then and there, 1. because i was laughing so damned hard, and two because the space marine player was swearing up a storm about the B.s., i did lose 5 gretchin though

W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats just sheer numbers though. Yes its funny but cmon that many attacking grots, your going to roll 2 1's in there somewhere. But still, I think it counts just because.

I mean I painted the grot with the golden gun, simply because he shot and killed a SM for christ sakes.
   
Made in au
Longtime Dakkanaut






MagicJuggler wrote:Remember the main rule of 40k.

When your Gretchin kill a Terminator unit, you win 40k, no matter the rest of the score.


My gretchin have killed everything from The Great Unclean One to Tomb Spiders... Toughness 6 in nothing against 29 blastas ^_^

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
 
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