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The Orks obeyed Mad Dok Grotsnik’s command without question, thought or effort. Driven by the dok’s bizarrely empowering liquid concoctions, coupled with their powerful new cybork bodies, the boyz had no trouble charging longer, faster, and more powerfully than ever before!
Then the enemy rhino turned around, and drove in the opposite direction.
With a slight groan, the slugga boyz changed direction, nearly stumbling over the well worn trail of their own footprints.
Back and forth, hour after hour, the boyz raced back and forth along the same fifty feet of ground, as glorious battle raged on all around them. In fact, nearly every spot of the planet had been engulfed in a single endless apocalyptic battle…
Well, every spot besides the one they were in, chasing a nearly empty rhino back and forth.
Eventually, after two straight days of battle, Ghazghkull arrived back at the Ork’s side of the battlefield, to find more boyz to join the fight up at the front.
What he found was a bunch of barely conscious Orks standing next to a rhino. The rhino was in good condition, almost as if it was run out of fuel, rather than destroyed. Ghaz wasn’t the least bit surprised to find Mad Dok Grotsnik standing on top of its roof, enthusiastically welding an Ork into the driver’s seat.
“See?! Before you were ‘alf Ork, ‘alf machine, but now yer ‘alf Ork, ‘alf machine, and ‘alf wagon!”
After a moment, Grotsnik noticed Ghazghkull, and with intense glee, the mad dok happily proclaimed,
“I feegured out how ta fit more boyz inta a looted wagon!”
Ghaz leaned over menacingly, lowering his thick admantium skull a mere inch away from the doc’s face. It was a sight frightening enough to scare all but the most hopelessly insane Ork. Naturally, Grotsnik didn’t notice at all.
“Ya just attach dem TO da wagon!”
Ghazghkull took a deep breath, and casually yanked off Grotsnik’s right arm, with a single powerful pull. The mad dok hardly even noticed, and merely gestured towards the rhino with his left.
“I mean, we can even stick dem to da roof!”
Ghaz then pulled off the left, forcing Grotsnik to point with his chin.
“Inside and out! I bet yer wonderin how we get dem to stick…”
Next went a leg, forcing Grotsnik to hop.
“I made dere cybork bodies MAGNETIC! LOOKY!”
Grotsnik used his single remaining limb to kick an Ork over, and true to his word, the slugga boy stuck directly to the side of the vehicle, with no apparent way to free himself.
“NOW AIN’T DAT PROPPA?!”
With a final wince, Ghaz pulled off Grotsnik’s remaining leg, and used it to point the way back to the battlefield.
“Great idea! I’LL DRIVE!”
This is personally the most difficult of all the articles I’ve written, because I love Mad Doc Grotsnik, to the point of naming my own personal WAAAAAAAAUGH after him.
Perhaps the most ‘infamous’ of Orks (at least among his own race), Grotsnik is the unquestioned master of mad doks, elective surgery, cybork enhancements, non-elective surgery, fearlessness, drive by surgery, weaponized hallucinogens, feel no pain, and weaponized antiseptics.
Unfortunately, despite his fantastic fluff, he’s just not effective in most situations. This is due to four main reasons:
1.He can’t take the place of a normal warboss.
Unlike warbosses, Grotsnik does not have the ability to take combi-weapons, attack squigs, bikes, mega armor, or allow you to use a group of nobz as a troop choice. Also, he’s no stronger than a normal nob, and like warbosses, is not immune to instant death. He does give his unit ‘feel no pain’ and fearlessness, but this tends to make him a glaring target in which your opponent will focus upon exclusively, until he’s dead.
2. He can’t take the place of a normal painboy.
Since he can give a unit ‘feel no pain’, fearlessness, and cybork bodies, you might be tempted to attach the Mad Doc to a unit of Nobz, instead of giving them a regular painboy, but all this really does is allow your opponent to eliminate your painboy long before the battle is over.
3. He can’t take the place of a kustom force field
We could argue whether feel no pain and fearlessness is better that a 5+ cover save and the big mek’s wargear options, but all those arguments go out the window when you realize that the kustom force field gives a 5+ cover save to EVERY unit within 6 inches. While the Mad Doc bolsters the power of a single unit, the KFF can empower your entire army.
4. He MUST move towards the nearest enemy, and cannot leave the unit he’s in
First of all, he doesn’t need to see the enemy unit (I guess he can smell them), so there’s no way of keeping him from moving towards the nearest enemy. It also affects him while he’s in a vehicle, so if you want to keep him inside, you have to keep moving towards the nearest enemy unit as quickly as possible. Although it doesn’t seem that bad at first, it means you might be chasing an empty transport back and forth for the entire game.
In one heartbreaking apocalypse game, a single drop pod dropped behind my army, forcing the Mad Doc, and a large unit of meganobz attached to him, to turn around and run to the rear of the battlefield. They easily annihilated both the drop pod and the tiny marine unit inside, but by then they were too far from the front lines to do anything effective for the rest of the game. Points wise, the marine player came out of that situation a lot better than I did.
Regardless, I’m not willing to shelve the Mad Doc just yet, even though the infinitely more effective Ghazghkull only costs 90 points more (which isn't much, considering all the advantages he has over Grotsnik).
Where the Mad Doc really shines is in situations where his ability to give any unit cybork, ‘feel no pain’, and fearlessness is the most useful: with meganobz. Meganobz not only benefit a lot from the cybork, but it’s also the only way they can get ‘feel no pain’ and fearlessness. Considering that they can’t even take a normal bosspole, this is a large boost to the unit, giving them a lot more power than a normal warboss or Ghazghkull ever could. Just be sure to give them a reliable transport, like a battlewagon, as they’ll NEVER reach anything viable on foot.
Deffkoptas can also benefit from the cybork the Mad Doc can give them. 5 deffkoptas with big shootas and cybork is a very cost effective outflanking/calvary unit, capable of holding their own both in shooting and the assault.
Of course, if you want a really tough troop unit, 19 ‘Ard boyz with sluggas/choppas, nob, powerklaw, bosspole, and battlewagon transport is an interesting retinue for Mad Dok Grotsnik.
Just don’t get stuck chasing a rhino, or you’ll have Ghazghkull to answer to. Hurr, hurr…
Last edited by mynameisgrax; May 7th, 2009 at 21:09.
Yeah I pretty much only take Grotsnik if I'm taking meganobz. It's almost insane to take them without their fearless leader (dur hurr). That being said I haven't been running meganobz much lately and thus don't really see much of a need for grotsnik. Warbosses tend to be much better.. or my trusty 'ole SAG but that's for another day.
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
Grots. That's where he belongs.....cybgrots.
Sigh...as usual, I work out a ridiculous number of calculations, but missed one important detail at the beginning.
Grots only get feel no pain from attacks of strength 3 or lower, rendering it all but useless for them. Mad Doc is much better off somewhere else on the board. ^_^
Last edited by mynameisgrax; May 7th, 2009 at 20:32. Reason: forgot one thing
You're all wrong! Well... half of you are, anyways
Grots Mob ( 445 )
+Mad Dok Grotsnik
+30x Grots, 30x Cybork Bodies
+3x Runthers, 3x Cybork Bodies
Why? Wait! You dare ask THE Grotsnik WHY!? I think you've just elected yourself for some canny upgradez! You don't wanna? That's what I thought, THATS why!
Ah well, I've nothing actually useful to contribute, so maybe instead I'll just try and spark a debate:
"Any unit in an army containing Grotsnik may upgrade its members to have cybork bodies for (+x) points per model."
Vehicle Squadron of 1 - 3 Killa Kans.
Operative words "Any unit" and "unit composition" leads to things like this:
Killa Kanz ( 135 )
+3x Killa Kanz
+3x Big Shootas, 3x Cybork Bodies
I've recently become a fan of this thing called Dubstep. And you should too.
Datsik & Flux Pavillion - Crunch (Youtube)
Da Moo Kowz is da drinkinest Orks of dem all!
Hah! Best grot topic ever!
Grax actually crunched the numbers on grots, that is awesome.
As for putting him with Killa Kans...sure....why not with a looted rhino, like Grax had in his original story?
So the kans would get a 5+ save? Nice.
Although I don't know the exact wording (I have to check it at home), even if you can give a killa kan a cybork body (and I'm all but certain that you can't), they can't use it. Cybork gives you the option to use a 5+ invulnerable save when you make an armor save, and Killa Kans never make armor saves. Since they can't make an armor save, they can't ever use the cybork, even if by some strange means they get it.
Details! That's all true, but it's still funny!
Sorry don't have my codex in front of me - can you give Stormboyz Cybork bodies? Or does Grotsnik need to be in the unit? In which case I guess you could but it means they would have to walk!! Was really just wondering for the modeling/conversion ideas.