Looking at where to find 20 points to strap in that PowerKlaw? Drop some gretchen. Need that extra gain to survivability only a pain boy can give? Drop the Gretchen. In short, they aren't just the worst stat line in 40K (though they literally are) but they are the FIRST thing to go when ANYTHING else is needed.
It is small wonder that Gretchen are almost never seen in 40K. Orks themselves make sporadic appearances these days in 6E, so that makes it even tougher to see grots in action.
The way I see Gretchen used is as rear objective holders. Why?
- With a Twin-linked LD of 7, they actually don't run as often as it seems they would.
- Enemies don't tend to want to waste shots on them until later, secure in the knowledge that 5 cultists could end them... Or just two Marines. They have plenty of time to deal with that rabble later.
- They can be reserved so that even if the enemy wanted to shoot them, they'd HAVE to wait and who knows what objectives might be easier to take later. since the grots cant shoot OR assault basically, they may as well run every round and try to take position.
There's no problem with any of that logic. I get it. Makes sense. Why am I talking about Gretchen then?
I recently borrowed the army of the person who got me into this hobby, and he played orks. I had quite forgotten that he had so many gretchen in his force. In fact he has 60 in his force and owns more than that! I got to thinking: how in the bloody blue blazes did I lose to a guy who plays with GRETCHIN as the majority of his troops. Hell, he didn't have a single trukk in there and I thought: Well I'll be damned, his only real way to cross the board was on foot or in his ONE Battle Wagon. Needless to say, as I thought back to those back breaking losses my Tau took to this army (8 in a row at one point), I was forced to shake my head in shame.
Wanting to redeem myself, I took this hodgepodge army and made a 6E army list, DETERMINED to try to play 8 games and win with it.
3 ZZap Guns (Extra Crew, 3 Ammo Runts, Runt herd)
3 ZZap Guns (Extra Crew, 3 Ammo Runts, Runt herd)
BattleWagon (Killkannon)
30 Boyz (3 Big Shootas, Nob W/PowerKlaw)
10 Meganobz
20 Gretchin
20 Gretchin
20 Gretchin
9 Lootas
13 Kommandos (2 Skorchas, Snikrot)
BigMek (shock Attack Gun, Eavy Armor, Cybork body, ammo runt)
Warbozz (Shoota + PowerKlaw, eavy armor, Cybork body)
3 Rokkit Buggies
3 Rokkit Buggies
Well I won't bore you with Batreps on it. it went 7-1 and I felt suddenly a lot better. The loss was in a tournament at the top table. And do you know what? While the Meganobz were the MVP's, the Gretchin were the main catalyst and were SURPRISINGLY useful.
Time and again I was pleased that the gretchin became my KFF while still absorbing fire. a 2fer! The grots took up space and disallowed Deep Strike shenanigans of any kind. NOTHING could kill ANYTHING that wasn't gretchen without shooting THROUGH a grot. Orks, who aren't known for their armour manufacturing skills benefited a LOAD by having this little rascals in the way and what made it worse for the enemy was the advancing bubble of worthless targets pressing them in further and allowing my MUCH meaner back units to do their thing. Never were the Ork Boyz unable to get a charge off instead of being charged. Never di the Meganobz have this worry. They were always allowed to be the aggressors. In addition, the zzap guns, Shock attack gun and buggies were almost never targeted because the enemy simply wasn't willing to wade through that many tough 7 wounds in the case of artillery, nor try to shoot at Buggies when that horde was a far more pressing concern.
The gretchin keyed everything. They kind of acted like a GUARANTEE that I would always get the charge, never be charged in any way that mattered (they could charge the gretchin or... More gretchin, basically).
The BIZARRE missions at the tournament really disadvantaged this list and I was still able to pull a 2-1 record from it. In one mission, Area terrain CEASED to give cover! I mean seriously? The grotz were even MORE important in that mission obviously.
I was just really impressed as to what Gretchin could do for an ork army and I got to thinking: Hell they could do this as allies! I can think of a ton worse allies to take with you to battle. A BigMek with Shock Attack gun is a steal of a price as an HQ from the experience I had, and the Gretchin do nothing but help you set the opponent up. Fantastic for an allied contingent.
Tau in particular would really benefit from this low cost bubble wrapping. A lot of their tanks could be defended this way. But they aren't the only ones.
So go fill your shelves with old school gretchin models and give them a try in your force. A surprisingly useful and oh so inexpensive value buy.
Time and again I was pleased that the gretchin became my KFF while still absorbing fire. a 2fer! The grots took up space and disallowed Deep Strike shenanigans of any kind. NOTHING could kill ANYTHING that wasn't gretchen without shooting THROUGH a grot. Orks, who aren't known for their armour manufacturing skills benefited a LOAD by having this little rascals in the way and what made it worse for the enemy was the advancing bubble of worthless targets pressing them in further and allowing my MUCH meaner back units to do their thing. Never were the Ork Boyz unable to get a charge off instead of being charged. Never di the Meganobz have this worry. They were always allowed to be the aggressors. In addition, the zzap guns, Shock attack gun and buggies were almost never targeted because the enemy simply wasn't willing to wade through that many tough 7 wounds in the case of artillery, nor try to shoot at Buggies when that horde was a far more pressing concern.
The gretchin keyed everything. They kind of acted like a GUARANTEE that I would always get the charge, never be charged in any way that mattered (they could charge the gretchin or... More gretchin, basically).
The BIZARRE missions at the tournament really disadvantaged this list and I was still able to pull a 2-1 record from it. In one mission, Area terrain CEASED to give cover! I mean seriously? The grotz were even MORE important in that mission obviously.
I was just really impressed as to what Gretchin could do for an ork army and I got to thinking: Hell they could do this as allies! I can think of a ton worse allies to take with you to battle. A BigMek with Shock Attack gun is a steal of a price as an HQ from the experience I had, and the Gretchin do nothing but help you set the opponent up. Fantastic for an allied contingent.
Tau in particular would really benefit from this low cost bubble wrapping. A lot of their tanks could be defended this way. But they aren't the only ones.
So go fill your shelves with old school gretchin models and give them a try in your force. A surprisingly useful and oh so inexpensive value buy.
Hello Mr. Unorthodoxy!
ReplyDeleteThis comment is not related to the content above at all, for that I apologize!
To the subject: I recently started playing sisters of battle and have thus far enjoyed great success with them. I now feel like it's time for a large tournament, in fact THE largest team-tournament in Sweden at the moment.
I'm very lonely when it comes to fielding the sisters and therefore there are not many to discuss tactics with. Here's where I'm hoping you could help me a little, or rather help me build a competitive list that I can bring home some sweet victories with. All for the Emperor, of course :)
The tournament will be 1500p and with restrictions in the form of Komp. In Sweden we play with this to balance the game better than GW is capable of. This tournament allows for komp1, and the only things sisters get punished for are as following:
+1 if celestine is in your army
+1 if third exorcist
+1 if fortification
We got off easy in other words :)
Right off the bat I want Celestine, she's just too good to not have in your army. I also need Uriah for his re-roll.
Now, what would you recommend I fill in the blanks with? A lot to demand perhaps, but please help me if you have the time.
Anyhow, very entertaining blog, I'm a follower from now on!
Regards: Andreas Kjell
Andreas, I would be happy to help. I'll ponder this right away but let me ask you: have you also read previous sisters of Battle articles here? There are some. But I will get on some ideas for you. How unorthodox are you willing to be?
ReplyDeleteWoah, that was fast :)
ReplyDeleteI leafed through the blog yesterday, and will do so again more thoroughly today.
And I tend to play unorthodox with my other armies (IG and DA) so as long as the army will keep me on my toes and my enemy in check I'm go for whatever.
I'm including my first draft here, which I've seriously reconsidered since there's a lot of praise for dominions both here and elsewhere. But it's a start :)
HQ
Saint Celestine 115
TROOPS
Battle sister sq. 125
2x flamer 10
combiplasma 10
rhino 35
Battle sister sq. 125
2x flamer 10
combiplasma 10
rhino 35
Battle sister sq. 125
multimelta 10
melta 10
combiplasma 10
rhino 35
Battle sister sq. 125
multimelta 10
melta 10
combiplasma 10
rhino 35
Battle sister sq. 125
heavy bolter 5
flamer 5
combiplasma 10
rhino 35
FAST
Seraphim sq. + 3 seraphims 125
2x handflamers 40
meltabomb 5
HEAVY
2x exorcist 270
2x stormbolter 20
TOTAL: 1495
And again, a really HUGE thanks!
// Andreas
1850 Pts - Sisters of Battle Roster
ReplyDeleteTotal Roster Cost: 1850
HQ: Saint Celestine (1#, 115 pts)
1 Saint Celestine, 115 pts
Fast Attack: Seraphim Squad (5#, 145 pts)
4 Seraphim Squad, + Two Hand Flamers x2
1 Seraphim Superior, + Eviscerator 25)
Fast Attack: Dominion Squad (11#, 225 pts)
10 Dominion Squad, + Simulacrum Imperialis + Flamer x3 + Meltagun x1 +
1 Rhino, 45 pts = (base cost 35 + Hunter-killer Missile 10)
Fast Attack: Dominion Squad (11#, 225 pts)
10 Dominion Squad, + Simulacrum Imperialis + Flamer x3 + Meltagun x1 +
1 Rhino, 45 pts = (base cost 35 + Hunter-killer Missile 10)
Troops: Battle Sister Squad (11#, 190 pts)
9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 22
1 Sister Superior, 10 pts = (base cost 0 + Power Axe x1 10)
1 Rhino, 45 pts = (base cost 35 + Hunter-killer Missile 10)
Troops: Battle Sister Squad (11#, 190 pts)
9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 22
1 Sister Superior, 10 pts = (base cost 0 + Power Axe x1 10)
1 Rhino, 45 pts = (base cost 35 + Hunter-killer Missile 10)
HQ: Primaris Psyker (1#, 70 pts)
1 Primaris Psyker (HQ) [Guard], 70 pts
Troops: Veteran Squad (10#, 120 pts)
7 Veteran Squad (Troops) [Guard], 79 pts = 7 * 7 (base cost 7) + Plasma gun x2 30
1 Veteran Heavy Weapon Team [Guard], 34 pts = (base cost 14 + Lascannon 20)
1 Veteran Sergeant [Guard], 7 pts
Fast Attack: Vendetta Gunship Squadron (1#, 130 pts)
1 Vendetta Gunship Squadron (Fast) [Guard], 0 pts
1 Vendetta [Guard], 130 pts
Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
1 Manticore Rocket Launcher (Heavy) [Guard], 160 pts
Heavy Support: Exorcist (1#, 135 pts)
1 Exorcist, 135 pts
Heavy Support: Exorcist (1#, 135 pts)
1 Exorcist, 135 pts
Alright!
ReplyDeleteI playtested the list, with great success against an eldar list. Those hunter-killers really performed!
In the tournament I was speaking about, only 1500p is allowed. Therefore I have to remove IG as allies, but how would you trim the excess from the sisters?
Again - a really fun list!
You only have to drop 350. Dropping Ig gets you down 480. So that gives you 130 bonus points at 1500 right? Id take a heavy bolt r retrib squad with a rhino with those points.
ReplyDeleteWould you do an Illic list that involves the use of all of his abilities? I think that would be cool and super unorthodox!
ReplyDeleteWierd how my Gretchin post became an SOB and now Illic thread. Hehehehe. I have begun composing the next blog post and it will be on Illic. =)
ReplyDelete