DakotaBlue
Don't know about the rules of that thing in concrete, but 30 orks would double the toughness of the grots.
True, another idea to play with.
Ruphi
won't bolter fire ignore FNP on Grots?
pointwise you would be better with 2 more squads of grots than putting cybork on the grots, and just banking on cover saves. You would also have to consider the amount of points for grotsnik over a mek too.
you have to go through them, battlewagons with deffrollers can potentially push them out of the way.
I haven't read the scenario though
No, because first off, Cybork confers a 5+ Invuln save to whichever model has it. Painboys/Mad Dok's
FNP rule would then come into effect on any unsaved wounds (barring insta-death, I believe).
I've been kicking around the idea of Meks, esp. my Big Mek with the
SAG (since
KFFs are worthless), and it did not seem like a viable option as I'd have to do one of two things:
A: Keep him in the VERY back of my designated deployment zone (12" from my board edge), and then run him in order to get him off after Turn 3. Provided he's still alive at that point.
B: Keep him moving to avoid enemy fire.
Granted, there is option C: Put him in a looted wagon, but that'll just eat up points and be a waste of a boomgun/heavy support slot.
Either way; that altogether eats up more points than Grotsnik would cost since moving the Big Mek means losing a shot with the
SAG that turn and kiting him out with a Burna/Skorcha (whichever, don't have my codex on hand) seems kinda pointless.
Basically with the Cut and Run scenario, the Orks were attacked first and are on the run. As the Ork player it is my job to get as many units off the board alive before I'm overrun. Board setup is as follows:
Ork Table Edge I<----12"---->I<----12" Ork Deployment---->ICenterlineI<----12"---->I<----12" Enemy Deployment---->I Enemy Table Edge
Orks have Three Turns of punnishment to endure before they can start removing units off of their edge for victory points. Most (if not all, I don't remember) Ork units will have the Hit And Run special rule. Whomever the enemy is for this engagement will have the length of the game to try and wipe the Orks out. They all get Stubbron special rule for the game.
So this scenario,
IMO, kinda rules out having a static defense of artillery and a Big Mek with a
SAG as I predict a lot of moving in this. Off the top of my head I was thinking for an army:
HQ:
Old Zogwort or a Warboss (I have email confirmation from
GW that Old Zog can use all Wierdboy abilities including Zzap and Frazzle.)
Mad Dok Grotsnik
Elites:
Biker Nobz
Lootas
Fast Attack:
x3 DeffKoptas
x3 DeffKoptas
Troops:
30 Grots + 3 Runtherds
12 Boyz in a Trukk
12 Boyz in a Trukk
X amt of 'Ard Boyz that I can fit with the remaining points.