Grot Tactics: Beginner’s Guide

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Getting Started with Grots

Today we are talking about Grot Tactics. If you’re interested in starting a Grot themed army you will learn everything you need to know below! We will talk a little bit about what Grots are, their play style, and end with a solid 2,000 pt army list with some Grot tactics.

What the Heck is a Grot?

Grot tactics


So, grots are the diminutive cousins of Orks and as such occupy the lowest rungs of ork society. Essentially, Grots are the ones who have to try out dangerous technology, dig holes, and do all the unpleasant jobs that even Orks find beneath them. For instance, if a Mek needs something to be the guidance system of a missile, you better believe that he’s going to forcefully shove a grot into it.


As such, a Grot army’s playstyle is typically a limited one due to its inherent weaknesses. Seeing as they are all T2 with nothing approaching an armor save and poor leadership, they don’t make great foot soldiers. However, they do have one thing going for them when compared to orks and that is their ballistic skill. Whereas Orks only have a BS 5+, the humble grot has a BS of 4+, making them an ideal choice for manning ranged weapons. Additionally, they can’t benefit from any clan kultures, but now they have something to make up for that.

New Rules and Grot Tactics to Build Around

Grot tactics


First off, this new subkulture they have access to is amazing, particularly that second part. As such, we are going to build our army with this in mind and there is one unit, in particular, we plan to abuse. The Following information is the apex of Grot tactics.

The List of Grot Doom!!!

Grot tactics

++ Battalion Detachment +5CP (Orks) [47 PL, 844pts] ++

+ Configuration +

Clan Kultur: Bad Moons

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Heavy Support +

Mek Gunz [12 PL, 198pts]
. 6x Gun: Smasha Gun

Mek Gunz [12 PL, 198pts]
. 6x Gun: Smasha Gun

Mek Gunz [12 PL, 198pts]
. 6x Gun: Smasha Gun

++ Battalion Detachment +5CP (Orks) [59 PL, 1,154pts] ++

+ Configuration +

Clan Kultur: No Clan

+ HQ +

Ghazghkull Thraka [12 PL, 235pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 188pts]
. Boss Nob: Power Klaw, Slugga
. 24x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 223pts]
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 223pts]
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 223pts]
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Grot Tactics Breakdown


So, two things you notice about this list, one It’s not a pure grot army, and two we have brought ALL the Mek guns. Understand that my reason for not going pure grot was that I wanted this to be competitive, and a full grot army won’t really be. So, I decided to do a nice mix to play to the new grot subkulture’s strengths while patching up its weaknesses.


Firstly, we have our grot detachment, and as you can see the whole thing is loaded with Mek guns. These artillery pieces are cheap as chips and are one of the best units in the army, and that was before the new rules. With the subkulture update, the Mek guns basically receive the same benefits that bad moons get, making them even better. As a result of this, we will be getting 18d3 shots a turn that do D6 damage at AP-4 re-rolling hits of a 1. Resulting in an army that can remove pretty much any and all multi-wound units from the game turn 1.


Lastly, we have our choppy Goff detachment to help round out the list. This part of the army has a really simple job, move up and smash things. We went ahead and included Ghaz in the list even though we don’t know his points cost yet. However, I would make an effort to include him even if he sees a points increase. We also have plenty of ork boys to use as a moving green tide that can mulch any infantry units our opponents have. Additionally, we have thrown in a weirdboy to use the most important psychic power orks have access to, Da’ Jump. Allowing us to pick up a mob of boys and drop them right in our opponent’s face.

In Conclusion

Grot tactics

Well, I hope you liked today’s Army list and Tactics! Because, this one is surprisingly competitive, mainly due to its ability to deal with any threat in the game be it knights or swarms of gaunts! Also, if you’d like to see some more Orky content click here and here for some battle reports!

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As always thanks for reading!


Special thanks to Games Workshop for the use of their images and for making the best game ever!

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