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Made in ie
Fresh-Faced New User




Emerald Isle

Shamelessly posted on Warseer as well, apologies for spam, but I am in a bind!

I've been taking a look at Grotesques and I see great capabilities for them as an anchor-based unit in a Dark Eldar army. I'd like to field a unit of 10-strong, with a liquifier and Aberration w/ Haemonculus - 11 members in total there, 32 wounds, 4 kinds of different models for wound allocation insanity.

The unit immediately starts the game with FNP and FC, and i'll be using it much like my Eldar Seer Council - forcing the enemy to deal with it, while the rest of my force gets to work.

My big issue however is that a unit of this size cannot embark in a transport. Though you could use the WWP, i'm wary that you'd be relying on reserve rolls to get them on the table, and being the tough rock unit I want it to be, this may present problems if they arrive too late.

How do you run yours? Thoughts, tips?

Sword of Vaul

"The reason raptors went extinct is because there were no doors to open back then, thus they couldnt leverage that competitive advantage over other dinosaurs." 
   
Made in no
Liche Priest Hierophant





Bergen

I would not runn them in a WWP. If they do not come for 2 / 3 turns you will not have any game for quite long.


Also in a dawn of war (?) they would be forced to walk into the battlefield, not good. The seer council is good because they are fast. Also the weaponds they use are very good vs all sort of things, dreadnoughts included.

This unit would have trouble meeting dreadnoughts, so do back it up with lances.

Grotesques are fabules in my opinion, but they crash with the DE cosept. Also, the dreadnoughts are amasing with the arcon for grenades, but they are better with uriken(?) for S6 and S7 in the charge (vs dreadnoughts and tanks.)

I would think 4 grotesques + 1 haemoculy on a raider is the best way to field them. It is also easy to get a charge out of there. A charge that will be devestating. A hameonculy with powerweapon and a liquefiergun would also help a lott there.

If you want a seer counsil unit I would advice you to use (wait for it) 5 incubi in a venom x 3 or an amasing baron + 20 helions (agoniser) and a haemonculy for pain token. Now you have a good chance to get first turn, a very dangerush unit, a 1/3 chache of having S5 on the charge (they will get a pain token later and be garagteed). They can move 12", fleet and charge. They can shoot 18" poison +4. They save on 3+ cover and 4+ FNP.

The best thing is they can reroll failed dangerush terain tests. And if somebody tryes to tarpit ut you just use hit and runn with re-roll attacking whatever you want to kill. It is really really really dangerush. They do not have the speed of the seer counsil but they are fast. But you need something else vs tanks. (Seer counsil can kill tanks.)

   
Made in us
Lethal Lhamean






Venice, Florida

10 Grotesques plus a Haemy is over 400 points, yes?

At that point you *have* to do something to make them fast enough to force your opponent to deal with them, and your only real option would be a WWP, and I don't think it's a good idea because if they play shy about coming out you'll functionally be fielding an army with a 400 point deficit - and against any opponent with his head attached to his neck that's probably not a good idea.

I think they can be reasonably competitive in as 4 Grots in a Raider w. Haemy.

If you want to spend 400+ points on a hammer unit the codex has better options (aka Vect) that will be overall more dangerous and faster than the lumbering Grot horde.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in ie
Fresh-Faced New User




Emerald Isle

Awesome feedback guys, i'll be testing them out over the coming weeks to see what happens - though after reading your tactica thread Thor, I'm seeing great use of a combination of Bloodbrides and an Archon, with 3x Shardnets to boot - a solid rock there!

Sword of Vaul

"The reason raptors went extinct is because there were no doors to open back then, thus they couldnt leverage that competitive advantage over other dinosaurs." 
   
Made in us
Infiltrating Broodlord





United States

Check out some of my battle reports. I run a Heamonculus Cult, and if you go 10x Grots, you go all the way. You give them the two heamies + wwps, and have an entire army on foot. Go wracks, beastmasters, scourges, Mandrakes, Taloi, etc...

The only real weakness on a constant basis will be dawn of war, but that is only if you are playing annihilation. Mandrakes are great outflankers for capture and control + dawn of war.

10x Grots is my favorite unit in the entire book.

Ayn Rand "We can evade reality, but we cannot evade the consequences of evading reality" 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

why not just run 2 units of 4 with a haemi, both in raiders instead of 10. 2 units with their raiders is 500 points but they are two targets and fast.

also if you take the abberation make sure you further give him a venom blade for a further +1 attack and 2+ to wound that he will almost always get to reroll. Nasty.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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