GB’s Army Guide: Grots

I’ll admit it, I love Grots. While this is largely because they are perhaps the single most amusing figures in all of Warhammer 40k, the cheap, expendable little green buggers do actually have several uses.

First, did I mention that they’re cheap, and expendable? As a result, they be used as a “meat shield” to provide cover saves for more important units. They can be used as greenskin sacrifices to force the enemy to assault them first, leaving the foe open to a counter assault by your Boyz. I also often use a Big Mek with a Shokk Attack Gun in a unit of Gretchin—they take the casualties from incoming fire, and if the SAG goes Boom you haven’t lost much in the way of a unit.

They’re also troops, and hence scoring units—and thus can be terribly useful for either securing your objectives or threatening your opponent’s. Remember the cheap and expendable part? For between 40 and 67 points you can get 10-19 Grots. In a recent Apocalypse game we played, a single unit of 10 Grots proved essential in holding one objective, freeing up the Boyz to go after the further and more dangerous ones.

With a WS and S of 2, don’t expect them to kill anything in an assault. In small units they can also be quite fragile (something which, admittedly, can be a liability in an annihilation game). Their shooting can occasionally do some damage, however, especially if there are a lot of them: with BS 3 they hit 50% more often than to Boyz, assuming that a S3 Grot blasta does any real damage to the target.

Combat isn’t  the point, however. Grots are on the battlefield to shape the battlespace by seizing, holding, and providing cover. Oh, and they’re cheap and expendable too!


GB’s Army Guide: Trukks

Glarsnot Bloodcurdle loves his trukk mobz. It’s true that they’re rather fragile once they’re out of the vehicle, and are sometimes too weak after their first rumble to do too much else. However, the ability to move 12-13″, disembark 2″, then assault 6″, gives you a threat range of 21″, and even longer on a Waaagh. Even an empty trukk has its uses too, whether harassing with a big shoota or rokkit (I usually take the former), providing cover, or speeding across the battlefield threatening to neutralize objectives. Lacking a battlewagon at present, I rarely field an all-mechanized army. However, even combined with foot-sloggers they have their uses.

Typically, in smaller games, I might field only one trukk unit–usually ‘ard boyz (to make them a little more durable), held in reserve to exploit enemy weaknesses and reinforce the ork lines as need be. Nobz and Meganobz are also usefully put in trukks, increasing the survivability (and in the latter case, mobility) of these striking forces.

I haven’t ever employed a wreckin’ ball or boarding ramp yet—I’m none too confident that my foes will present me with a suitable opportunity to use them. I never take grot riggers, armour plates, or a stikkbomb chukka. If you make your (relatively vulnerable, AV10) trukks too expensive their value declines. I do always take a red paint job and ram, however, since mobility is key to their use.

Note on the pic above: yes, those are the old trukk models—I find them more suitable for dashing around the battlefield. And yes, that’s a converted “suicide ork” in the centre, complete with bomb belt. He volunteered for the job, of course!