Orkamedies Gargant Bigmobs. |
pixelgeek
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Post subject: Orkamedies Gargant Bigmobs. Posted: Wed Aug 18, 2004 10:01 pm |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta
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Quote (iblisdrax @ 16 2004 Aug.,05:48) | The list is cool, but beware of the temptation to take an all Gargant force: You will lose. | Check out the Grot Attack! rule. It was added specifically to help armies that are all or primarily Gargants to hold objectives. Or at least make some attempt to do so and also force your opponent to go an grab objectives as well.
_________________ Guns don't break formations. Blast Markers break formations.
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vanvlak
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Post subject: Orkamedies Gargant Bigmobs. Posted: Thu Aug 19, 2004 7:30 am |
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Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
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IF you have Grot stands, that is....rice grots, anyone? 
_________________ Back from oblivion (again)?
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pixelgeek
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Post subject: Orkamedies Gargant Bigmobs. Posted: Fri Aug 20, 2004 5:45 pm |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta
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Quote (vanvlak @ 18 2004 Aug.,23:30) | IF you have Grot stands, that is.... | Don't need them. You can use a marker. The grots in this case aren't a unit but simply a marker to indicate the presence of a swarm of grots. They don't have a Slaver to keep them in line so as soon as any enemy appears they vanish. But you can make a marker with grots on it if you want... it isn't required though.
_________________ Guns don't break formations. Blast Markers break formations.
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