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Made in eu
Regular Dakkanaut





Hi dakka

Just had a new idea, how about using grots as a human shield infron of your shota squads?
6th gives the boys behind a 5+ cover save.
But instead of using normal grots, use 3 Kannons from the heavy slots.
Add all the extra crew you can and one bully, dont have the book infront of me but I think it was 97p.
This should be around 19 boddies with 3 extra ammo runts.
Toughness 7 human shield marching infront of your boys is rather nice. You cant shot but who cares.
When you got the Boys in combat, point the guns at some armour and blast away.

I think we have a new use for our poor grots.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

If you don't mind wasting your heavy slots for the big guns, it could work.

Just pray you don't face Dark Eldar (who will poison your guns ) or anyone with elevation (flyers and similar).

Flamers will also be an issue. They can hurt the Big Gunz, and then roast the boyz behind, with no save.

If i saw that setup with my last Ork list, it would be a prime target for the Burna Bomma.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Shadowy Grot Kommittee Memba






Can big gunz walk and run normally?

The problem is that termagrots are just so effective behind an adl anyway you'd never want them mucking about.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Screamin' Stormboy





Artillery can't run so that will be one slow advance up the field.

"Us orkses was made ta fight an win!" 
   
Made in eu
Regular Dakkanaut





I didnt find any information about running in the artillery rules.
Where did you find that? Under movement?

I just think the idea of tougness 7 dudes with 3+ save with 4 wounds for 20p is a bargin.
And the option to add extra wounds for 3p per model is really nice.
Too nice to just let them hang around in the back.

I will use those Grotinators or Grotsteriod creatures in my next game.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Go for it

I'd be interested to see how they turn out

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Um.... Once you have 4 grots, wouldn't the majority toughness rule take over making your kannons .... T2?

 
   
Made in us
Daemonic Dreadnought






No, majority toughness does not apply. Under artillery special rules 1 pieces of artillery gives the entire unit T7 regardless of majority toughness.

The problem with advancing artillery as a screen for the boys is that the grots are still t2 in cc and will die if assaulted by anything. Also the save is no better than a KFF.

Grot artillery is also the most reliable source of long range dakka for orks. In the first 2 turns they will average 4.5 hits with the ammo runts, and then provide a solid 1.5 hits per turn for 6 hits by turn 3. It's like having a 3 man unit of long fangs that are t7, a 3 man unit of long fangs will also by the way average 6 hits by turn 3.

This message was edited 1 time. Last update was at 2012/11/27 18:10:55


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
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

A Big Gun Battery cannot fire if it moved. Plus it is vulnerable to poison and close combat attacks. Why not run Killa Kanz? When comparing AV11 vs T7, they are equally susceptible to higher Strength attacks. However, where the Kanz will ignore S4, the Artillery can still be wounded on a 6. And you will have a unit that can shoot Rokkits with the same accuracy while moving, provide the same cover save, and are much more durable in CC, if not rather threatening.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
 
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