Saturday, July 5, 2014

The Grot tide


My Lobba battery with grot crew and ammo runts
Since we have the ability to combine as many CADs as we want (with opponents consent).  A funny idea of a list I had was as follows

390 points, CAD
50 painboy
35 10 gretchin, runtherd
35 10 gretchin, runtherd
90 5 lobbas, 10 grots
90 5 lobbas, 10 grots
90 5 lobbas, 10 grots

Take 5 of these and sprinkle in some ammo runts and you've got 2000 points.  What do you get?

100 gretchin
10 runtherds
5 painboys
75 lobbas
150 grots

The grots are mostly there to shield the artillery from assaults.  Put the painboys in the front line of the artillery and move back as you take wounds.  You've got 75 Str 5 small blast barrage and 300 T7 wounds!!! With 100 of them having FNP.

The weaknesses of this are pretty obvious, the opponent should never really shoot at the Painboy squads with FNP and Ld7.  They'll shoot at the other squads, only need 3 dead grots to cause a morale check which they fail 72% of the time.  In assault everything is T2.  You can't touch AV12 and up.  The real vulnerability is from tank shocks.  A 12" long 4-8" wide swath of falling back that you can't stop.

You could switch some Lobbas to kannons or zzap guns, add some tank traps or an ADL.  It's still not great, but a fun little list to come up with.  Granted, that I don't think this would actually be very fun to play.  Setting up 340 models that mostly act as meatshields then placing and rolling for 75 blast markers would take forever. We're talking about at least an hour to setup and play one turn.

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