Tactica- Grot Mobz

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GROT MOBZ


Grot Mobz, this must be the FUNNY & HUMOROUS portion of this report, No? No it isn't! How can that be? Grots are Strength 2, Toughness 2, initiative 2, Weapon Skill 2, etc. - etc.. Could it be any worse? Yes, if one was only allowed to have TWO grots in a Mob, you wouldn't be reading this right now. What makes them special is one can take 30 of them in a Mob. One of the main functions of a Grot Mob with the old Ork Codex was to screen the Orks from fire. A "Grot Save" used to allow that some hits that would normally hit the larger Orks behind the Grot Mob to be taken by the Grots in front instead. Better to loose a Grot then an Ork model. 

That has changed with the new Ork Codex release where the Grot save rule was eliminated.  Don't despair, however.  With the rumored new line of sight rules in the upcoming Fifth Edition 40K rulebook, the Grots may regain their ability to shield Ork Mobz behind them.

There is another tactic that they can do. I call it the "Bucket O Grots". A perfect example is a Bloodthirster Daemon Versus a Grot Mob. Individually it's no contest. Weapon Skill 10 Versus 2, Strength 7 Versus 2, 5 attacks Versus 1. I won't even go on, it just gets worse. But all one has to do is a little math hammer work. How many Grots can a Bloodthirster kill in a single turn? Don't forget you can add an Ork Runtherder for every ten Grots  and these Runtherders can carry Grot Prods (a poisoned weapon that always wound on a 4+). This brings the total number in the mob to 33 models. And all this is for around 135 points. How many points was that Bloodthirster again? The answer published in the New Chaos Daemons book that was released on May 10th is 250 base with up to another 50 points of extras possible. If left unaided, how many turns is a 300 point Bloodthirster going to take to eliminate the 135 point Grot Mob?

The Squighound models that the Runtherders take will help since they allow for a re-roll of missed leadership roll (at the cost of D3 grots). Tough Mob to break with the re-roll. If  an Ork player can tie up that Bloodthirster for 4 to 5 turns than that Ork player has effectively eliminated the Bloodthirster as a factor in the game.  Nice Tar-pit.

Strengths - Numbers, numbers, numbers.

Weakness - Take down the Runtherder models somehow (Only part of the Grot Mob in shooting range?) and the entire Grot Mob goes to a terrible leadership value of 5 with no leadership re-rolls.  Since the Runtherders cannot be independently targeted, this is tricky. The other option is large Ord templates. These can put a crimp in Grot Mobz real quick!

Another major weakness of Grot Mobz is when you have a unit (or even worse - two Grot Mobz) involved in a large Multi unit combat.  The new combat resolution rules in regards to the "No Retreat" rule (Page 44 of the Fifth Edition Rulebook) can mirror the difference of a lost combat resolution back on a unit of fearless Orks (11 or more in the mob).  The Grots can lose the combat for you and cost you loads of savings throws against EACH of your units involved in the combat.  It's best to keep the Grotz separated from large multi unit combats involving Ork Mobz.  Why take 1 boat load of extra wounds on the Grot's account!




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