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Back to the drawing board on my 2000pt Grot army.

 

HQ

 

Big Mek on bike

- Kustom force field

= 101pta

 

3 weirdboys

- all with da jump (yes I know only once per turn)

 

TROOPS

 

6 units of 30 Gretchin

= 540pts

 

ELITE

 

3 runtherders

- squigs

= 78pts

 

HEAVY

 

2 units of 4 big guns

- kannon

= 184pts

 

5 Mek guns

- Kustom mega cannon

= 190pts

 

FAST

 

2 units of 4 grot tanks

- Rockits and shootas

- commander has extra rockit

= 360pts

 

2 mega grot tanks

- twin big shoota

- rack of rockits

- 2 Kustom mega blasters

- wrecking ball

- shoota

- 2 boom kannisters

= 360pts

 

Total points is 1999. 9 command points for the brigade.

 

Plan is to have the 6 units of 30 grots bubble wrap the big guns and go after objectives. I have the option of dropping a unit a turn with the da jump as well.

 

Big Mek on bike hangs out with the grot tanks and mega tanks. Fixing them and giving them his force field. These units do most of the heavy lifting.

 

Can anyone think of some ways to make it better? Think I have it pretty refined now.

 

Thanks.

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It's more or less what I run a lot now. It works really well, but I would probably suggest more kffs. Remember that you only get the 5++ if your unit is fully within the bubble. I can tell you from experience that grots with a 5++ are stupidly resilient.

Also 5 KMK Mek gunz are 240 points. They're 48 a piece.
Wrecking Ball is almost never worth it on the Mega tanks and be sure to keep your grot tanks safe/in range of a runtherd. because they can and will run away due to moral. Runtherds actually save them in the long run.

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