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I'm not entirely sure how much its been discussed, but respectable, veteran ork posters here tend to have a healthy amount of respect for the lowly grot. However, I cannot really see much use for them aside from cover saves and objective holding. Is there something I'm overlooking here?
Do you believe in the day? Do you? Believe in the day!
Never underestimate a good cover save
And objective holding is a big deal when most of your army is best used by rushing forward as fast as possible!
And if nothing else, a distraction is always helpful. Imagine how angry your opponent will be if you manage to tie up his termies or some such 'umie nonsense with a mob of screaming grots!
Personally I love taking the Grots and putting them up against foes that they have an incredibly slim chance of defeating. Somehow they still manage to slay a Terminator or Crisis Suit, making back their measly points instantly. And the pain in my opponents faces when their units fall to the gretchin is irresistible!
That must be worth the price of admission!
I'm thinking of replacing my grots with a 10 figure mob of shoota boyz, but you've just made an excellent point of why I shouldn't....
throw 19 grots +1 herder into a mix and let hilarity ensue.
Armies thus far....
I like to use them to screen the mob behind them.
You just answered your own question. Why take grots? Cover saves and objective holding! For only 46 points you get 12 grots and a runtherder. I've lost count of how many games I've won, which I would've lost, if I didn't have those little guys sitting on an objective for me.
Grots have 4 main advantages over 10 shoota boyz:
1. They're cheaper. I know, they're not significantly cheaper, but in order for a unit to be 100% expendable, it has to be as cheap as possible.
2. They're less likely to run. Grots have a runtherder and a re-roll on panic checks, giving them an effective leadership of 9, which gives them around an 84% chance of passing a panic check. By the time the shoota boyz have to make a panic check (from shooting), they're going to have a leadership of 7, giving them only a 58% chance of passing.
3. When providing cover for units behind them, grots are short enough that they don't block line of sight. So the shoota boyz behind them can see perfectly fine, but if it were shoota boyz in front, then their sight would be partially blocked, and their target would get a cover save (this becomes more important if your shoota boyz are packing rokkits).
4. Grots don't get shot at. Seriously. In the last tournament I played in, I used a 'grot army' (it wasn't all grots, but all the troop choices were grots), and out of 3 competitive games, the units of grots that didn't have characters attached to them, were shot at ONCE. That's a single unit of grots being fired at during 1 turn only, out of 3 full games, and two of those games were objective based. I won every game (the second game against 'Fish of Fury' Tau was very close) and took second place. Shoota boyz get shot at. Grots get ignored (until it's too late).
"Any job worth doing, is worth doing with a powerklaw."