Tactica: Grots
With the loss of their +5 cover save, there has been a lot of grumbling lately about the uselessness of grots in the next codex. In this tactica I’ll go over some of the other uses of grots.
Grots 101
Grots are cheap. They cost next to nothing. And if used poorly, you will usually get what you pay for. Your opponent also knows this. So use their utter worthlessness to your advantage. Don’t be afraid to have that 30 grot squad wiped out. It was only 100 points after all.
Grot Defense
IronDog writes “I always use my grots as an assault shield. The cover save is a nice bonus, but to me it’s “the gift with purchase” as I can never seem to make that grot save more than once or twice in a game anyway.”
The trick with grots is to spread them out so they can’t all get nailed in one assault, but any who are engaged with enemy models are done for. If you’re keeping grotz in base to base, hoping to tie up the unit and get some licks in, consider these points:
1) I don’t care who you are fighting, the grotz WILL lose the combat. They don’t have the statline to cause more than one or two lucky casualties, and they will undoubtedly take more than that.
2)Their leadership sucks, pure and simple. A squighound (assuming it is in the new codex) can help mitigate this, but plan on the grotz running for their lives.
However, in spite these two rather major flaws, grotz are one of the most useful units in an ork army if used correctly. As a charge screen, they help get your boyz charging instead being charged.
Stick your grotz out in front of your boyz mobs, make a long line across the front to get maximum coverage. Then run a single line of grotz down one side of your boyz unit (or down the middle between units if covering more than one). This configuration will look like a “T” or an upside-down “L” depending on how you place them. At the bottom of the “T”, furthest from the enemy is where you put the slaver and hound. Make sure the front line of grotz is at least 3″ or more from the nearest ork.
Now, assume a mean close combat unit wants to get you. Well, they’re going to have to get through the grot shield first. The assaulters will hit your grots, and since they’re spread so thin they will likely wipe the floor with every grot who is engaged. Make sure that you remove every grot from base contact when pulling casualties. When the time for a morale check comes around, one of two things will happen.
First up, let’s assume the little blighters decide to run like the weedy runts that they are. You had no models in base contact with the enemy, so they can’t sweeping advance. They get their 3″ consolidation which isn’t enough to get to your orks if you placed them properly. On your turn, the orks rush in and do what they do best. And, because you left your slaver at the bottom of the ‘T’, he should be far enough away to not get nailed next turn and have a chance of rallying all the grots that went to ground.
Now if the grotz hold (yes, miracles do happen from time to time), the assault unit must pile-in on the grotz and can’t contact another unit. The enemy has to pile-in first, since it’s his turn and he charged you. When you pile in, make sure to get your grotz into base contact with as many of the enemy as you can while leaving a few gaps for the boyz to get in.
Here’s where it gets REALLY mean. Most of the enemy unit is in contact with grotz, meaning they have to attack them. There will probably be only a few in contact with orks; meaning the boyz will be able to inflict maximum punishment, while likely only suffering a few casualties in return . This will be even more important with the new codex since the rumor is we’ll be I3 on the charge.
This tactic takes a bit of practice to get down pat, but once you do, you’ll never field orks without a grot mob.
Grot Offence
Grots can’t shoot. Everyone knows this. The new codex rumors say their BS will be upgraded to a 3. Even if it were a 12, the grot blasta won’t exactly inspire fear in the heart of your enemies. But don’t forget about their slaver. Throw a rokkit on him and he becomes a minor threat. Not enough to worry about because the large squad size means he won’t die any time soon, but a str 8 weapon, even one that hits 1/3 of the time, can still hurt a tank. I have been known to field 3 min sized grot squads with a rokkit. It is a very inexpensive way to get some anti-tank.
The new codex rumors say that you have one slaver for every 10 grots. Now you can have 3 rokkits in that grot squad. Now you have much better odds of hitting that tank.
I wouldn’t recommend putting a powerclaw on the slaver and go tank hunting. First off, he does not have nob stats, so the str will only be 6. Your other problem is getting to a tank. If an enemy infantry is between you an the tank, even if it is only one guardsman who is falling back, he will probably beat you in close combat and you will never reach the tank. Besides, a klaw cost more than most of your grots!
Strategic Gretchining
Even though the unit costs nothing and is often ignored, they can still capture objectives. Put a 35 point grot squad behind cover near your objective and let the rest of your army go after the enemy. Conversely, send 3 or 4 grots towards a secondary objective. Your opponent will have to send at least a squad or 2 towards them to defend. This leaves the rest of your army to go after other objectives.
Grots are all about using and abusing their points cost. Sure, clearing mines may sound fun, but when was the last time it changed the course of a game? And remember, the odds of a grot nailing a carnifex are terrible. But when it happens, you win the game, regardless of what the victory points say.
Special thanks to Irondog from Warseer for collaborating on this tactica.