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![[Post New]](/s/i/i.gif) 2011/05/03 17:43:09
Subject: The Grotsnik Wall
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Paingiver
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So I have been doing some reading on the forums by various posters. I see a lot of people recommending the Grotsnik wall. 30 'ard boys in a line providing cover saves to the green tide of boys behind it and being just a beast at soaking up damage with the 4+ armor, feel no pain and being 31 strong. I am considering basing a list around this as I love the green tide but I don't like having to use KFF meks as you can only really cover 2 frontal unit and 2 units behind those units if you wanted and because of this you usually want them 30 strong units. With the Grostnik wall I can run 20 strong units meaning more PK delivery systems and all 4 units can be lined up behind Grotsnik's wall. My question is how does the Dok's one scalpal... rule effect this strategy? If a rhino comes flying up on a right flank does the whole wall pivot that way? I do like how this wall actually frees up an HQ choice, instead of taking 2 KFF meks you are now taking 1 Mad Dok which allows for a warboss with PK for some S10 attacks. The list I am currently considering looks like this:
Mad Dok Grotsnik 160
Warboss -PK -Cybork -Attack Squig 110
Lootasx5 75
Lootasx5 75
Kommandosx8 -2xBurna -Snikrot 195
Ork Boyzx30-Sluggas -'Ard Boyz -Nob -PK 335
Ork Boyzx20 -Nob -PK -BP -2xBS 170
Ork Boyzx20 -Nob -PK -BP -2xBS 170
Ork Boyzx20 -Nob -PK -BP -2xBS 170
Gretchinx10 -Runtherdx1 40
1500
I assume shoota boyz on the units that are not Grotsnik's wall. My guess is they have to run during their movement phase due to his "always most as fast as possible toward the nearest enemy", I maybe incorrect and it may be better to run all Orks as shootas. Snikrot and his unit is there to make the enemy fear the board edge and therefore move closer to the wall similar to his use in a kan wall. I might be better dropping them for 2 TL Rokkit/Buzzsaw koptas and boosting up the gretchin unit a bit more in numbers.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2011/05/03 17:57:47
Subject: The Grotsnik Wall
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Foolproof Falcon Pilot
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The problem is that is someone scout moves or just uses fast skimmers to run up one side of your "wall", your "wall" will have to go chasing after the offenders (because of Grotsnick's rule) and now your entire tide is exposed to enemy fire.
Better to use Kans and a KFF.
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![[Post New]](/s/i/i.gif) 2011/05/03 18:02:17
Subject: The Grotsnik Wall
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Liche Priest Hierophant
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If you're going to do this, I'd almost definitely find points to make Grotsnik's wall all Cybork. Any AP4 weapons are going to both ignore your armour and your FnP, and there goes your 4+ cover save for the rest of your boyz.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/05/03 18:03:34
Subject: The Grotsnik Wall
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Lone Wolf Sentinel Pilot
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I would save points and not put a PK nob in Grotsniks unit. He has a str10 power klaw already so another PK is just going to be redundant and you can put the points toward something else.
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![[Post New]](/s/i/i.gif) 2011/05/03 18:06:33
Subject: The Grotsnik Wall
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Flashy Flashgitz
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As noted previously, a 35 point deffkopta could be used to pull Grotsnik's mob out of position, meaning your advance is slowed or you have to give up the cover.
@anvildude: Only AP2/AP1 or close combat weapons that ignore armor saves also ignore FNP.
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![[Post New]](/s/i/i.gif) 2011/05/03 18:07:47
Subject: The Grotsnik Wall
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Foolproof Falcon Pilot
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Anvildude wrote:If you're going to do this, I'd almost definitely find points to make Grotsnik's wall all Cybork. Any AP4 weapons are going to both ignore your armour and your FnP, and there goes your 4+ cover save for the rest of your boyz.
Not true.....
Only AP 1 & 2 weapons, insta-gib S8 and higher, and CC weapons that ignore armor will negate FNP. AP4 weapons will not. (ninja'd)
However, you are still better off using Kans + KFFs - You get more firepower, more S10 CC attacks, an AV11 wall with 4+ cover, and you don't have to chase the closest unit
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This message was edited 1 time. Last update was at 2011/05/03 18:08:37
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![[Post New]](/s/i/i.gif) 2011/05/03 18:09:37
Subject: The Grotsnik Wall
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Longtime Dakkanaut
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Anvildude wrote:Any AP4 weapons are going to both ignore your armour and your FnP, and there goes your 4+ cover save for the rest of your boyz.
Not so. Only shooting weapons that are double tough, and AP1 or AP2 ignore FNP. Now melee is another matter, but that's where you want to be in the first place...
I'd still try to find the points for Cybork for this unit though. A 30 strong cybork unit with a 4+ armor save is going to be a bear to handle.
Edit: Doh! Double ninja'd!
Automatically Appended Next Post:
Alerian wrote:However, you are still better off using Kans + KFFs - You get more firepower, more S10 CC attacks, an AV11 wall with 4+ cover, and you don't have to chase the closest unit
This. I love me a Kan Wall Green Tide. 
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This message was edited 3 times. Last update was at 2011/05/03 18:12:16
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![[Post New]](/s/i/i.gif) 2011/05/03 18:20:39
Subject: The Grotsnik Wall
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Lord Commander in a Plush Chair
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people seem to think that "One Scalpel Short" is Rage; it is not.
One Scalpel Short defines Grotsnik as moving as close as possible to the nearest enemy unit, it also grants OSS to emery model in his unit. Meaning that every model in a unit joined by grotsnik must move as close as possible to the nearest enemy movement, this will cause the entire line to bunch up.
Rage forces the "unit" to move as close as possible to the nearest enemy unit; this means that the closest model to the closest unit must move as close as possible, and the rest can spread out so long as they maintain coherency.
Huge, vast, difference.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2011/05/03 18:25:21
Subject: The Grotsnik Wall
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Foolproof Falcon Pilot
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Kommissar Kel wrote:people seem to think that "One Scalpel Short" is Rage; it is not.
One Scalpel Short defines Grotsnik as moving as close as possible to the nearest enemy unit, it also grants OSS to emery model in his unit. Meaning that every model in a unit joined by grotsnik must move as close as possible to the nearest enemy movement, this will cause the entire line to bunch up.
Rage forces the "unit" to move as close as possible to the nearest enemy unit; this means that the closest model to the closest unit must move as close as possible, and the rest can spread out so long as they maintain coherency.
Huge, vast, difference.
This is exactly why I said that scout moves, or fast skimmers that go flat out up the side, will ruin the whole "Grotsnick Wall" idea....
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