Post by BobaHat on Jun 22, 2007 15:59:57 GMT -5
Here is the army list for my Rebel Grot army commanded by the inspirational Head Honcho Skrote. I am using the Imperial Guard codex as I think it fits best stats-wise.
Here are my thoughts. First of all, I wanted my list to be playable and legal but not exactly a tournament-winning list (after all, what are the chances of a band of little green blighters actually winning a battle?). Secondly, I wanted them to be a bit more tough than grots who are bullied around by orks.
These little chaps have run away and banded together to get back at their brutal former masters and they are prepared to fight and die (or run off) to prevent ending back under the whip (or on the dinner table).
Stats-wise I think human stats work well with rebel grots. They are tougher, better trained, and braver than slave-grots and have got their hands on some better guns. Still, I didn't want them to run around with lasguns, as I find that very un-grotty! So I decided they should have the Warrior Weapons doctrine. Also, I think a 5+ armour save is a bit too much for grots so I gave them the Jungle Fighters doctrine to knock it back to 6+. The sneakiness of grots also seems to come alive using this doctrine which is an extra bonus.
Now, I wanted my grots to butch up when facing orks. They feel nothing but hatred towards their larger cousins and will fight harder against them than any other foe. Naturally, the Xeno Fighters: Orks doctrine was mandatory.
Now, what to put in the army it self!
I was determined that my head honcho should not have super-powered non-grot stats so I thought it best if he were simply a Junior Officer. He needed something to make his lads look up to him so I thought a Trademark Item would do the trick. He also needed a gun with a bit more punch than the rest of the boys so I gave him a bolt pistol. A company standard with a big red star was also a must so I added that to my command HQ.
Some firepower was needed so I added a few support squads to the Command Platoon with mortars and missile launchers. The mortars would represent crude Grot catapults fiering fuse-bombs and pots of boiling fungus-stew at the enemy. The missile launchers are primitive bazookas put together by those grots who used to be under a mekboy's whip.
These little 'mek-grots' are also responisble for the only Elites choice of the army. I thought it would be cool if there were some flimsy wooden grot 'killa kanz' who could clank forward and do some damage. What better to represent these than Ogryns? Piloted by grots with a death wish and crawling with snotlings, these 'kanz' lead the charge.
The regular troops of the army are simply grots represented by infantry squads. I put a flamer in each squad as I found it plausible that at least a few welder-runts would have run off to join Skrote and his ladz.
Finally, I thought it would be really cool if the grots used snotlings in the exact same way orks use grots! Throughout history, revolutions have done nothing but create a new dominate caste from the very people who fought for equality. This point is made with the addition of Snotlings represented by conscripts. I figured two snotlings to a base would be about the same as a single human conscript.
So here's the list! I will get some pics up when I can.
What do you think?
---
Regimental Doctrines:
-Jungle Fighters
-Special Equipment: Warrior Weapons
-Ogryn Squads
-Conscript Platoons
-Xeno Fighters: Orks
HQ
*Command Platoon 306pts
-Junior Officer (Trademark Item, bolt pistol, close combat weapon)
-Command Squad (laspisols & close combat weapons, 1x veteran, Company standard, Jungle Fighters, Xeno Fighters: Orks)
-Mortar Support Squad (Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Mortar Support Squad (Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Anti-tank Support Squad (3x missile launchers, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
ELITES
*Ogryns 150pts
-6x Ogryns (Ripper guns)
TROOPS
*Infantry Platoon 370pts
-Junior Officer (Laspistol, close combat weapon)
-Command Squad (laspistols & close combat weapons, 2x flamers)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
*Infantry Platoon 370pts
-Junior Officer (Laspistol, close combat weapon)
-Command Squad (laspistols & close combat weapons, 2x flamers)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
*Conscript Platoon 300pts
-50x Conscripts (Warrior Weapons))
Here are my thoughts. First of all, I wanted my list to be playable and legal but not exactly a tournament-winning list (after all, what are the chances of a band of little green blighters actually winning a battle?). Secondly, I wanted them to be a bit more tough than grots who are bullied around by orks.
These little chaps have run away and banded together to get back at their brutal former masters and they are prepared to fight and die (or run off) to prevent ending back under the whip (or on the dinner table).
Stats-wise I think human stats work well with rebel grots. They are tougher, better trained, and braver than slave-grots and have got their hands on some better guns. Still, I didn't want them to run around with lasguns, as I find that very un-grotty! So I decided they should have the Warrior Weapons doctrine. Also, I think a 5+ armour save is a bit too much for grots so I gave them the Jungle Fighters doctrine to knock it back to 6+. The sneakiness of grots also seems to come alive using this doctrine which is an extra bonus.
Now, I wanted my grots to butch up when facing orks. They feel nothing but hatred towards their larger cousins and will fight harder against them than any other foe. Naturally, the Xeno Fighters: Orks doctrine was mandatory.
Now, what to put in the army it self!
I was determined that my head honcho should not have super-powered non-grot stats so I thought it best if he were simply a Junior Officer. He needed something to make his lads look up to him so I thought a Trademark Item would do the trick. He also needed a gun with a bit more punch than the rest of the boys so I gave him a bolt pistol. A company standard with a big red star was also a must so I added that to my command HQ.
Some firepower was needed so I added a few support squads to the Command Platoon with mortars and missile launchers. The mortars would represent crude Grot catapults fiering fuse-bombs and pots of boiling fungus-stew at the enemy. The missile launchers are primitive bazookas put together by those grots who used to be under a mekboy's whip.
These little 'mek-grots' are also responisble for the only Elites choice of the army. I thought it would be cool if there were some flimsy wooden grot 'killa kanz' who could clank forward and do some damage. What better to represent these than Ogryns? Piloted by grots with a death wish and crawling with snotlings, these 'kanz' lead the charge.
The regular troops of the army are simply grots represented by infantry squads. I put a flamer in each squad as I found it plausible that at least a few welder-runts would have run off to join Skrote and his ladz.
Finally, I thought it would be really cool if the grots used snotlings in the exact same way orks use grots! Throughout history, revolutions have done nothing but create a new dominate caste from the very people who fought for equality. This point is made with the addition of Snotlings represented by conscripts. I figured two snotlings to a base would be about the same as a single human conscript.
So here's the list! I will get some pics up when I can.
What do you think?
---
Regimental Doctrines:
-Jungle Fighters
-Special Equipment: Warrior Weapons
-Ogryn Squads
-Conscript Platoons
-Xeno Fighters: Orks
HQ
*Command Platoon 306pts
-Junior Officer (Trademark Item, bolt pistol, close combat weapon)
-Command Squad (laspisols & close combat weapons, 1x veteran, Company standard, Jungle Fighters, Xeno Fighters: Orks)
-Mortar Support Squad (Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Mortar Support Squad (Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Anti-tank Support Squad (3x missile launchers, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
ELITES
*Ogryns 150pts
-6x Ogryns (Ripper guns)
TROOPS
*Infantry Platoon 370pts
-Junior Officer (Laspistol, close combat weapon)
-Command Squad (laspistols & close combat weapons, 2x flamers)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
*Infantry Platoon 370pts
-Junior Officer (Laspistol, close combat weapon)
-Command Squad (laspistols & close combat weapons, 2x flamers)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
-Infantry Squad (1x flamer, Warrior Weapons, Jungle Fighters, Xeno Fighters: Orks)
*Conscript Platoon 300pts
-50x Conscripts (Warrior Weapons))