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PostPosted: Tue Apr 03, 2012 12:36 pm 
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blahman212 wrote:
but in my honest opinion I rarely use Gretchin as I find better ways to spend the points.


Exactly, I'd rather put another unit of boyz with no upgrades out there for the points.

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PostPosted: Tue Apr 03, 2012 8:35 pm 
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Mr. Pooky wrote:
what about the gretchin? I use them for a shield wall so i am sick of having to spend ten more points on a runtherd i don't need! I think for every ten gretchin the runtherd should be optional.
They would run straight off the board otherwise. Maybe it should be a option but it would be like not having a bosspole.


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PostPosted: Tue Apr 03, 2012 8:43 pm 
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They should really come with a couple of hound models though...
Just that little bit of extra meat to the squad.

Of course, they're also going to become less abusable.
One per ten should be a requirement.


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PostPosted: Wed Apr 04, 2012 1:00 am 
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what about rebel grots?
they could have all the ork gear, but be grots, mybe they could have a special hq to allow you to take them.

even a grotty nob with a bosspole
ws2 bs3 str 3 ini 3 tough2 attack 2 leadership 5------- for lets say......13 points?

*edit* ws2 bs3 str3 tough2 attack1 leadership 7 for 10 points

i mean for as much as people only use grots as meat shields, could you imagaine how scary a army of grots with shoota's would be.

some stuff the grots couldn't take because they are too small, like deff guns and power klaws.


also what about a weird boy on a bike?


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PostPosted: Wed Apr 04, 2012 3:12 am 
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some stuff the grots couldn't take because they are too small, like deff guns and power klaws.

woos yoo callin weedy, bloke, i's gots me an artyfiscal hand eer an i's just da rite size ta reech youse private parts! :twisted:

anyways, there's no reason that grots couldn't have Deffguns and Power Klaws, they'd just be grot sized, or at least the power klaw would be. Grots would take the deffgun and mount it on a hydraulic exo-suit. remember, grots are the smart ones, so theres no reason they can't have the same stuff as Orks.

In fact that gives me a really cool idea, Grot Warbikes! convert them up so their all riding Big Wheels. :lol:

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PostPosted: Wed Apr 04, 2012 5:20 am 
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Never underestimate grots.

I put this comment before, but I've had gretchin take down terminators from shooting. they really didn't want to get into close combat with those big burly things :mrgreen:

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PostPosted: Wed Apr 04, 2012 8:03 am 
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I think grots on warbikes would be funny, but brilliant. It would be like 3 or 4 pilled on to the bike, so they can all do something.

It would also give it like 3 or 4 Wounds, and be some equivalent to Rippers or Nurglings.

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PostPosted: Wed Apr 04, 2012 8:21 am 
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They would need sidecars. I've always wanted to make a 'Counts As' Warbuggy, an ork Warbike with a sidecar and a grot at the gun.

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PostPosted: Wed Apr 04, 2012 8:29 am 
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Dez wrote:
They would need sidecars. I've always wanted to make a 'Counts As' Warbuggy, an ork Warbike with a sidecar and a grot at the gun.


That sounds like one of the most amazing idea's EVER.

Ok, maybe a bit OTT, but it sounds pretty darn cool.

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PostPosted: Wed Apr 04, 2012 11:12 am 
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i didn't write this, but i would love to see somthing like this in the new ork codex, also i think i would be awesome for rebal grots


Squig Rider: 15 Points each
Unit size: 5-20
Cavalry

Squig Rider: WS4 BS3 S4 T4 W1 I3 A2 Ld6 Sv5+
Squig Herder: WS4 BS3 S4 T4 W1 I3 A3 Ld7 Sv5+

Weapons and Wargear
Blasta
Teef ‘n’ Claws (counts as a CCW)

One in every 5 Squig Riders may take Gass Bombs for 10 points
One Squig Rider may be upgraded to a Squig Herder for 10 points
The Squig Herder may take Extra Pointy Teef for 20 points

Gass Bombs: Range 6” S3 Ap6 Assault 1, Blast

Extra-Poiney Teef... Due to the Gretchin's love for its mount, it attempts to add metal bitz and pieces to the teeth of it's squig. Often times the Gretchin is consumed in the process, however, its potency speaks for itself... All attacks by the Herder count as Power Weapons at +1 Strength.


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PostPosted: Wed Apr 04, 2012 10:40 pm 
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But yeah at least as an option becasue yes they might run off the board but still at least as an option.

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PostPosted: Fri Apr 06, 2012 7:36 am 
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There might need to be something to counter them running off the board so easy.
It would make the unit pretty pointless otherwise.

On a slightly different note, has anyone used Gretchin to remove minefields? I have never come across a game which has.

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PostPosted: Fri Apr 06, 2012 7:52 am 
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You need to play Cities of Death for that to happen really.

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PostPosted: Fri Apr 06, 2012 9:58 am 
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blahman212 wrote:
There might need to be something to counter them running off the board so easy.
It would make the unit pretty pointless otherwise.

On a slightly different note, has anyone used Gretchin to remove minefields? I have never come across a game which has.

1 time in 6 years

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PostPosted: Fri Apr 06, 2012 11:50 am 
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Figures....
It seems like a generally helpful and amusing rule, but it's neither really since it never comes in use.

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