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Grots...
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Old 05 Aug 2009, 20:13   #1 (permalink)
Shas'Saal
 
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Default Grots...

Basically I want to do a Grot army.
I have the List.
I have the Money.
I have ... The Time :P

But one thing put me off. My friend told me the other day that Grots don't have the Mob Rule or the Waaaagh Rule... Because of what is said in the FAQ about Runtheads.

Please tell me he's wrong ^^
Thanks
ZoDan.!
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Old 05 Aug 2009, 21:11   #2 (permalink)
Shas'El
 
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Default Re: Grots...

Grotz don't have the mob rule
On the point about Waaagh! i believe that all units are affected by the Waaagh! unless it says otherwise in the Waaagh! rules
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Old 05 Aug 2009, 21:31   #3 (permalink)
Shas'O
 
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Default Re: Grots...

The FAQ does indeed say to deleted the Waagh and the mob rule special rules from the descrition of the Runtheards (as well as the Waagh rule of the deffkopta, stromsboyz and wazdakka) but it's because of the way Waagh works in 5th edition which is now a power that affect everyone, not just the unit with the waagh special rule as in 4th edition.

Not quite sure about how the mob rule work in 5th edition as oppose to 4th edition.
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Old 06 Aug 2009, 09:10   #4 (permalink)
Shas'El
 
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Default Re: Grots...

Quote:
Originally Posted by Boneguard
The FAQ does indeed say to deleted the Waagh and the mob rule special rules from the descrition of the Runtheards (as well as the Waagh rule of the deffkopta, stromsboyz and wazdakka) but it's because of the way Waagh works in 5th edition which is now a power that affect everyone, not just the unit with the waagh special rule as in 4th edition.
Excactly what i was saying (except more clear)

Quote:
Originally Posted by Boneguard
Not quite sure about how the mob rule work in 5th edition as oppose to 4th edition.
The mob rule effects units with the mob rule only so grotz aren't affected
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Old 06 Aug 2009, 13:17   #5 (permalink)
Shas'O
 
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Default Re: Grots...

Quote:
Originally Posted by ZoDan
Basically I want to do a Grot army.
I have the List.
I have the Money.
I have ... The Time :P
You're looking at, maybe, a 1500 point list...and that's if you load up on Killa Kans and max everything else out. Even then, the list won't be very balanced. You'll have 180 Grots running around with a handful of Runtherdz. I'm not sure what you'd do for an HQ...maybe a Wyrdboy...but probably a Mek would be the better choice. It won't be horribly effective, though.

Best of luck to you!
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Old 06 Aug 2009, 13:21   #6 (permalink)
Shas'El
 
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Default Re: Grots...

When playing a grot army you really want to play cybork gtoz. Basically you take the Mad Dok and give all your grotz cybork body or have a couple of KFF meks shielding your grot army.
Kanz gain benefits from the KFF only but they still do pretty well without it.
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Old 06 Aug 2009, 13:59   #7 (permalink)
Shas'El
 
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Default Re: Grots...

You can always just use converted Grots to represent the various units that aren't actually Grots. That is unless you really want to use only true Grot units.
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Old 06 Aug 2009, 14:03   #8 (permalink)
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Default Re: Grots...

With Boyz becoming less expensive and coming in bigger units, the main reason to do a Gretchin army isn't really there any more. Grots are not cheap enough relative to Boyz to justify taking very many of them. The theme is great, but it might be better to use them as "Counts-as" boyz.
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Old 07 Aug 2009, 00:46   #9 (permalink)
Shas'Saal
 
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Default Re: Grots...

Grotwing... ;D
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Old 07 Aug 2009, 02:17   #10 (permalink)
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Default Re: Grots...

grots are really only useful as a support unit for your army. I think of them as being the equivalent of a builde runit, or villagers in an RTS. They are there to make the objectives look orky, and occasionally tar pit an enemy unit. They occasionally can get a couple kills, but it's really pure luck.

In my current list i have 19 grots and a runtherd in a shooty battlewagon that sit at the backfield and hold an objective for me. I call them an upgrade to the battlewagon that makes it a scoring unit.=P

Although I got really lucky one time and my grot unit took out an outflanking unit of penal legionnaires.
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