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![[Post New]](/s/i/i.gif) 2017/07/03 02:31:58
Subject: [2000] - Grots!
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Decrepit Dakkanaut
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Killa Kanz flanked by a 'Naut with KFF makes for 30 T5 wounds with a 3+ and 5++. They hit well and i'm considering dropping the skorchas for some longer range threat with their 4+ to hit. The 'Naut itself being no joke while getting healed by the Big Mek. The Mek can jump out and heal cans, too.
In the back field there are an array of grot guns that hit quite well for the points. They will each be bubble wrapped by a blob of gretchin and a runtherd to keep them from going anywhere. A painboy stays near to keep them even more durable and a Runtherd with lash will support any blob that needs to block chargers. The weirdboy stays back and smites, with high bonus, anything that gets close and when the time is right he'll jump grots onto objectives.
A couple jets thrown in to connect with some solid guns and mortal wounds to cause havoc elsewhere.
Thoughts?
Battalion
HQ
[87] Big Mek, Kombi-Skorcha, Big Choppa, Oiler
[62] Weirdboy, Weirdboy Staff, Da Jump
Elite
[69] Painboy, Syringe, Klaw, Orderly
[104] 4 Runtherd, 1 Lash, 3 Squig (4 separate units)
Troops
[90] 30 Gretchin
[90] 30 Gretchin
[90] 30 Gretchin
Flyer
[156] Burnabomba, twin big shoota, two supa shootas, two burna bombs, skorcha missiles
[143] Wazbomb Blastajet, two wazbom mega kannons, smasha gun, stikbomb flinga
Heavy Support
[212] Mek Gun, 2 Traktor Kannon, 4 KMK
[138] Big Gun, 6 Kannon
[378] 6 Killa Kanz, 6 Rokkit
Auxiliary
[347] Morkanaut, KFF, KMB, two twin big shootas, two rokkit, KMK, klaw
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This message was edited 1 time. Last update was at 2017/07/03 12:57:06
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![[Post New]](/s/i/i.gif) 2017/07/03 02:42:24
Subject: Re:[2000] - Grots!
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Speedy Swiftclaw Biker
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I played a small game and brought two kans. I can't figure out what they are good for. They are bad at shooting, can't hit anything in combat, and are slow. I like the models so I take them often, but I'm at a loss.
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Do I have something in my teeth?
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![[Post New]](/s/i/i.gif) 2017/07/03 02:52:50
Subject: [2000] - Grots!
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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As someone who's fought Orks recently in 8th, they seem to serve more as a Distraction Carnifex than anything else. If you just let them go you run the risk of getting charged and of having your valuable units tied up in combat (if only for a turn or two) plus when the Kanz DO hit, they hit incredibly hard with their klaws.
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2017/07/03 02:59:54
Subject: Re:[2000] - Grots!
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Dakka Veteran
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i give this list 5 stars just for the fact it would make me ROFL to see 90 gretchin marching forward LOL
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![[Post New]](/s/i/i.gif) 2017/07/03 03:56:19
Subject: Re:[2000] - Grots!
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Decrepit Dakkanaut
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Caveman wrote:I played a small game and brought two kans. I can't figure out what they are good for. They are bad at shooting, can't hit anything in combat, and are slow. I like the models so I take them often, but I'm at a loss.
You have to bring more! They are super durable and pack the most accurate shooting for rokkits in the army.
Then 24 s8 attacks is great against t4 infantry. Automatically Appended Next Post: warpedpig wrote:i give this list 5 stars just for the fact it would make me ROFL to see 90 gretchin marching forward LOL
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This message was edited 1 time. Last update was at 2017/07/03 03:57:01
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![[Post New]](/s/i/i.gif) 2017/07/03 04:13:56
Subject: [2000] - Grots!
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Regular Dakkanaut
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I may have misread you, but Big Mek cannot repair the naut from inside anymore
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![[Post New]](/s/i/i.gif) 2017/07/03 07:56:42
Subject: [2000] - Grots!
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Waaagh! Ork Warboss
Italy
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Bigdoza wrote:I may have misread you, but Big Mek cannot repair the naut from inside anymore
You're right but it's not a problem since charcaters can't be targeted by regular shooting, only some specific sniper can aim at characters. A big mek that repairs the naut staying behind it is pretty much safe as he was inside the big walker.
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This message was edited 1 time. Last update was at 2017/07/03 07:56:58
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![[Post New]](/s/i/i.gif) 2017/07/03 12:38:48
Subject: [2000] - Grots!
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Decrepit Dakkanaut
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Blackie wrote:Bigdoza wrote:I may have misread you, but Big Mek cannot repair the naut from inside anymore
You're right but it's not a problem since charcaters can't be targeted by regular shooting, only some specific sniper can aim at characters. A big mek that repairs the naut staying behind it is pretty much safe as he was inside the big walker.
Yea i'd advance him between the kans and the naut. If he can't keep up i'd find room to stick him on a bike.
Now...how to afford all of this...
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![[Post New]](/s/i/i.gif) 2017/07/03 19:42:26
Subject: [2000] - Grots!
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[DCM]
Longtime Dakkanaut
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Had a game with a Dread Mob and 9 Kanz, and they actually did pretty decently. Next time I think I may run them near a Waaagh Banner, though, as the Banner will help the Kanz hit on 4+ instead of their usual 5+.
The sheer amount of shots and better CC ability that a Gorkanaught gets actually outshone the Morkanaught in my game too. I think a Big Mek with KFF might be better than the Morkanaught and KFF now, but I love the model.
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-GrimTeef- Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club |
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