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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Does anyone have any ideas if this is something feasible to make rules for?

Anyone have any ideas for what might make them good and fun?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
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Simplest idea would be a Guard counts as I suppose. Last edition you could do it with rather good grot options in every single slot except HQ. Now it's a bit of a struggle as you're essentially playing a index army in a codex environment.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

cody.d. wrote:
Simplest idea would be a Guard counts as I suppose. Last edition you could do it with rather good grot options in every single slot except HQ. Now it's a bit of a struggle as you're essentially playing a index army in a codex environment.
Proposed Rules forum. I ain't worried about what GW has already put out-I want to design my own stuff.

Working it as similar to Guard is a good idea, though.
   
Made in gb
Dakka Veteran




 JNAProductions wrote:
Does anyone have any ideas if this is something feasible to make rules for?

Anyone have any ideas for what might make them good and fun?
Take a look at the old WHFB Gnoblar Horde list for inspiration.

Current GRETCHIN units in the Ork army are:
- Gretchin
- Grot Mega-Tank
- Grot Tanks
- Grot Bomm Launcha
- Big Gunz
- Mek Gunz
- Killa Kanz

Plus the Ammo Grot, Oiler Grot, and Grot Orderly.

So actually, the main thing you need is a Grot HQ (Runtboss? Grot Honcho?) who offers buffs to Grots, and a replacement for the Runtherd to deal with Morale (Grot Bully? Grot Big Hat?). Plus a Clan bonus replacement that rewards taking obscene numbers of Grots, e.g.

Da Violence Inherent Inna System: Add Dakka Dakka Dakka to all attacks against a unit you outnumber, or that is outnumbered by another unit with this trait within 3". This stacks with regular Dakka Dakka Dakka.

Then you can add modified Ammo/Oiler/Orderly Grots to regular Gretchin units as upgrades, allow Gretchin units to take a Big Gun like a Guardian Weapon Platform, and throw in all the Squig units from Age of Sigmar. Add Grot Bomms, separate from the Launcha, as one-shot "flyers" you deep strike in, charge with, and that blow up and deal mortal wounds at the end of the turn. Maybe incredibly cheap psykers who roll 3D6 and automatically get Perils, but that's not really necessary. You do need a Grot Transport, however.

If you want more complex rules, steal the Orders system but make it random. Your Grots can shoot again, move again, or charge/fight again... and you don't know which. A Grot Big Hat gives you a reroll, but otherwise you better hope they didn't mishear or get overexcited.

This message was edited 1 time. Last update was at 2019/05/02 06:46:03


 
   
Made in gb
Longtime Dakkanaut






I was building a rebel grot army in 7th edition, using guard roolz, so I like the idea of a dedicated codex for them!

What you need is rules to compensate for the morale - but without removing it entirely. Grots should be cowardly, but they should get braver when they are doing well, and when they are in greater numbers.

Grots will excel in sneaky tricks, and unless they are armed by a mek they probably won't have the best wargear. I would consider having the option (but not compusary) for a rogue mek or dok to be in the army as a leader role, or at least be part of the fluff.

I would add "Boltholes" as a stratagem:

Boltholes
When a unit of gretchin are charged, they may elect to use this stratagem instead of firing overwatch. remove the unit from the table and place a marker where they were. The charging unit must attempt to complete the charge against this marker, treating it as an enemy model. Roll a D6 - remove this many gretchin from the unit. In your next turn, at the end of the movement phase, place the gretchin unit back on the table within 12" of the marker.


basically allowing misdirection, as the gretchin flee into grot-sized tunnels. Some get stuck, or don't make it in, or just don't want to come out again, represented by the D6 loss.

Grots would love looted tanks so getting some in there would be a good shout.

Grots also love getting one up on each other, and don't care if the other squads are getting hurt as long as they aren't, so some sort of mechanics for that would be a good shout.




12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

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Made in us
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I feel like barebones R&H codex would be a good fit for the revolushunaries
   
Made in ch
The Dread Evil Lord Varlak





 skchsan wrote:
I feel like barebones R&H codex would be a good fit for the revolushunaries


Nobody should be stuck with such a barebones codex index thing.

Sincerly, a R&H veteran.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
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Denmark

Possible "kulture" traits:

Backstabbin gitz: for each model removed because of a failed morale test, roll a d6 for each model that fled. Each roll of 6+ causes a mortal wound to the nearest enemy unit within 6".

( this represents the grots using the butchering of their comrades as a distraction to make some low blows against their enemies).

Throat slittaz: gain +1 to wound against infantry in the fight phase.

Boomer: all models gain stikkbombs

Moverz and shakerz: may fire heavy weapons after moving without penalties.

Elites: gain "skrag em" or "surprisingly dangerous in large numbers" regardless of unit size.

Sneaky runts: enemy models suffers a -1 modifer on shooting attacks targeting a sneaky runt units more than X " away (18?).


Leet: gain +1 LD for each other friendly unit within 6" maximum of +3

Some of these are pretty weak, so they could easily be combined with others. Like stikkbombs and moving with heavy weapons.








   
Made in gb
Longtime Dakkanaut






I would change "throat slittas" to +1 to wound if you charge into a unit which is already within 1" of a friendly unit.

This would be them using their comrades as a distraction to get behind the enemy, jump on their back and slash 'em.

Not so keen on backstabbing gits, can't see a fleeing grot causing a wound to a knight. However, I have one option which might make up for the grot armies reduced anti-tank and overwhelming anti-infantry:

Oilerz: Knowing the internal worky bits of vehicles, these grots can get into the gaps in damaged vehicles and play havoc with the gubbinz.
When a unit of Oilerz is in close combat with a VEHICLE or WALKER which has less than half its starting wounds, you can elect to roll a D6 for each model in the grot unit instead of attacking normally. For each 5+, the Gretchin unit and the Vehicle both suffer 1 mortal wound.

This message was edited 2 times. Last update was at 2019/05/03 08:19:46


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ch
The Dread Evil Lord Varlak





Grotmekz?
Instead of a KFF a KCF (KUSTOM CAMO FIELD, a / turn targetable -1 to hit for 30 pts, considering the Mekanikaz is a grot carrying it?)

Grotmekztankdrivaz? (like a Tankcommander/ ace for IG BS3+ f.e but limmited to Grottankz as body so to speak)

Da RED Gobbo: (named charachter, that dude existed)

Gretchin Revolutionary Committee guard: an Veteran equivalent, maybee 4 pts for better T and BS/Ws (maybee even a 5+ armor)

Gretchin Revolutionary Committee Honcho: (Basically a bigger head Honcho, probably also owns a hat, works like an enforcer for R&H as a suggestion, so 25 pts, due to it still beeing a grot and not a muscled Enforcer human fanatic.)

Revolutionary Gobbo Army squad: Think of them as the better slightly better equipped troop choice, maybee give them access to makeshift HWT, slightly better morale and armor and WS?

Partisaanz? Kommandos with bs 4+ and HWT options as above, i would personally reccomend the big gunz like 1 orkboy can carry.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
 
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