Switch Theme:

Grot rebelz detachment  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in dk
Hollerin' Herda with Squighound Pack



Denmark

All units, puny as they may be, must have the orks faction (except fortifications)

Compulsory: 1 HQ, 2 Troops, 1 Heavy

Optional: 1 HQ, 7 Troops, 3 elites, 3 fast, 3 heavy, 1 fortification, 0 Lords of war

Restrictions: only big meks, meks, grot tank mobs, grot mobs, grot mega tanks, trukks, killakans, looted wagons, mek guns and fortifications may be chosen as part of this detachment. (+ whatever other gretchin-like things FW made and cool fan made stuff)

Command benefit:
Iz got an all sneaky-like plan: If this detachment is for some odd reason chosen as your primary detachment, you can reroll the result when rolling on the orks warlord traits table (or on whatever cool fan made grot warlord traits table)

Rebelz! lotsa rebelz!: All units have their WS set to 2, and their BS to 3. All infantry units gain stealth, all vehicles gain Grot riggers at no additional cost.

Run fer it!: All infantry units gain hit and run, infantry units may choose to remove a model from play, from a unit that failed to use hit and run to reroll the result, once per unit per player turn. All units loose ´ere we go and mob rule.


An all grot force to be reckoned with, or slightly inconvenienced with. The idea was to have as few ork models available as possible, thereby increasing the chance that players would actually take the time to model the few meks and runtherds to grot-like rebelz instead.
C&C welcome

Hmm I would actually love to see more custom detachments, we already have like a bazzion custom characters and a bunch of custom units.




   
Made in ru
!!Goffik Rocker!!






I love grots. And have allready posted a few suggestions on purely grot squads in this thread


The problem with rebel grots and using basic squads is that rebel grots don't have runtherds. I think you'll need to rule it out.

This message was edited 1 time. Last update was at 2015/02/25 06:13:17


 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Aaah yes, I have read some of your grot skwads

The purpose of this detachment is to introduce a viable all grot army, with as few modifications as possible. And while both the meks, and the runtherds arent grots, they are still relative few in number, this should help players convert only a few models before having a "legal WYSIWYG" army. As few as 3 orks are needed to be converted to make this an all grot army. ... For more grot enthusiastic players (like yourself I suppose) more units can easily be implemented. This would naturally include different grot mobs and bosses.

For instance I have myself converted only 5 grots into power/terminater scrap armour, and a deffdread to look like a giant grot version.

All ork units loose mobrule and ere we go. This is to emulate the fact that they are in fact grots in some form of scrap power suit.
   
Made in ru
!!Goffik Rocker!!






What do you think is a reasonable point cost for megagrots? Basically, grots in megaarmor. With probably a character grot with mighty ld6? Around 15 ppm?

This message was edited 1 time. Last update was at 2015/02/25 09:32:09


 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

hhm like regular grots in ork sized mega armours?
with possible stats as: Ws2 Bs3 S2(4) T2 W1 I2 A1 LD5 2+Sv and twinlinked shoota + power klaw and SnP
And the grot with the longest pointiest nose gaining character and LD6

I suppose 15 ppm would be reasonable.... But you would then have the cheapest unit in the game with a 2+ save and a S4 ap2 close combat attack (but hardly anything else)

Personally I would prefer Those powered suits to work a bit more like Tau battlesuits - Gaining extra strength, toughness and attacks.

The easiest way would off course be to just buy normal Manz for 40 ppm with Ws2 Bs3 and no mobrule or ere we go, gaining stealth instead and call them grot megaarmours. And justifying the fact that they have such a high strength/toughness and attack scores to the hydraulics of the suit and not the grot itself.




   
Made in ru
!!Goffik Rocker!!






They could make use of coombi-rokkits, actually! With bs3 it's not half bad.

Well, remember crusaders? The guyz with t3, 3++, ws4 and power weapons, basically s4 ap2 with axes too - for just 15 ppm. Crusaders also have easy access to 3++ rerollable and zealot. For dirt cheap. 15 ppm t2 grots with ws2 and ld6 don't seem ott to me. They're quite underwhelming in comparison, to be honest

This message was edited 1 time. Last update was at 2015/02/26 05:33:49


 
   
 
Forum Index » 40K Proposed Rules
Go to: