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Seems that the all-gretchin thing could only really work at low points, when anti-tank and AP2 isn't so important. Plus, fielding **71** models at 400pts is just awesome:
 Gold-Toof Slaver Army
HQ: big mek w/ kmb, eavy armor, bosspole, ammo runt 
T1: 20 gretchin, 2 runtherds 
T2: 20 gretchin, 2 runtherds 
HS1: 3 kannons, 6 gret crew, 6 additional grot crew, 1 runtherd 
HS2: 3 kannons, 6 grot crew, 6 additional grot crew, 1 runtherd 
I'm picturing the orks all decked out in gold and jewelry, with nasty whips to count as squighounds. I might even be able to squeeze more gretchin in there, depending on how you interpret the rules for runtherds... but I decided to take the path of least resistance.
Haven't tried this one out yet, but just the sheer number of models is impressive. I have a feeling their low morale might ruin it though...
Last edited by Abraham Lincoln; June 17th, 2008 at 18:45.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Don't forget that Killa Kans are piloted by Grots these days! A few of those could add that bit of punch you're looking for.
Not to mention, it may help make this army theme more feasible at higher point costs.
Emperor have mercy on those who stand against me, for I shall not.
Since the official ork FAQ didn't say otherwise, the rule stands that you need one runtherd for every 10 grotts. By cutting out a single grot from each of those units (19 total) you'll only need one runtherd in each, freeing up 26 points.
I'd cut down to 17-18 grotts and 1 runtherd in each of the two units. This way, instead of using a big mek w/KMB that doesn't do much for you, I'd use the points to field either a warboss (w/powerklaw, cybork and bosspole), a warp 'ead, or a big mek w/Shokk attakk gun. Any of those choices will add quite a bit of muscle to the list (either in close combat or through shooting). I'd choose the warboss, simply because a bad roll with the warp 'ead or SAG could be disastrous for grotts. Either a warboss or warp 'ead will make your opponent think twice before rushing into close combat, and the SAG will help against those cheesy players who squeeze armor into 400-500 point games.
Last edited by mynameisgrax; June 17th, 2008 at 19:58. Reason: grammar mistake
A warp 'ead would be quite useless in the list as only it would benefit from the waaagh and warpath power (both reference orks and not grots). The only beneficial powers would be the 2 shooting ones and teleport, leaving you 3 bad powers.
Personally, I group the teleport power in with the 'bad powers'. I've never seen that go well. It always seems to end in disaster, although with the new 5th edition deep strike rules, that might change.
I had it teleport me directly in front of a heirophant. It was fun, but then again it just wandered off...
I think a Mek is probably the better option at this level mostly because he's cheaper. It would be too easy to sink 100 points into a warboss that may or may not get to combat. At least a mek isn't such a point sink.