Grots are your one option for a large number of bodies. There are a few reasons why I think this unit is great. One, you get the numbers into your army so you can compete with objectives. Two they are the perfect screening unit, since they are on 25mm bases the rest of your army can fight over them as well. Lastly with the synergies they have in the army they stick around for quite a while and can catch opponents off guard.
The main things you want to focus on with this unit is objectives, reserve units and vital threats to your army. Depending on your match up you will utilize these in a variety of ways. It is important to remember that this unit is your best chance at scoring/stealing objectives. Don’t be shy with these lads. If they’re not camping objectives, get them all up in your opponents face and start scoring. These can be taken in 20, 40 or 60. While a I favour a max sized unit of 60 units of 20 and 40 have their merit too. It might be useful to have multiple units scattered around the board each holding and object or zoning a particular part of the board or even bubble wrapping a unit each. Determine their role in the army, then figure out their purpose for each game.
Units That Synergise With It
There is only one unit that synergises with the magnificent grots and thats the Fat Bastard Tyrant himself. His ability to make a gutbusters unit immune to battleshock as long as he is alive is incredible on grots. A 60 man unit will hold its ground for a few turns.
Units it Synergises With
Grots seem to synergise well with the entire gutbuster army and any unit in destruction really that needs a bit of protection. In a destruction army however, I would only be taking gutbuster grots if I was already taking a tyrant for the command ability otherwise I think there are better screens available (such as donal grots).
In a gutbuster army they excel at protecting your ogor units well and allow you the opportunity to counter attack so that more often than not you can be on the offensive.
I always try to utilize mystical terrain as much as possible with this unit. I try to keep a bunched up part of the unit around it so I can get a few 6+ saves in the early game. Damned is another piece of terrain that can be useful. Although it is only rerolling 1s, at full strength you have 180 shooting attacks with an 8″ range, and 180 melee attacks. Admittedly itll be a lot less in practice but thats a lot of 1s to reroll.
How to Use the Unit in Game
So you have gotten a lot of hypotheticals and theory behind what they do so lets go step by step into how to use grots in the game.
For the most part my grots are used as a screen to stop alpha strike armies or even just turn 1 charges from catching me off guard. As this is currently an objective based game so I also use them to crowd objectives to make sure my opponent can’t steal them in the early game too easily. I try not to stretch them out too far if i can help it as it means I am forced to remove casualties from the ends of the unit and that gives my opponent too much information. Another thing to consider in deployment, especially with Deepkin wandering around, is flying units. Once I am happy with the initial grot screen I will use any remaining grots to block flyers from charging over them and into the ogors. This is usually short strings of grots scattered around behind the screen to make it impossible for enemy units to land or if they can get passed the screen they have to hit more grots only.
Two things to remember for the hero phase. First is to have your gnoblars in range for the destruction ability if you need them to move the extra inches. Second is to have them in range of the Tyrants command ability.
Their movement is so important to get right. If you are attempting to maintain their screen then you have to make sure to move them into the right position before you move the units that they are screening. This requires careful planning and attention to scenery. You also have to be careful not to run them too far forward that the ogors behind them cant keep up (Thanks to run rolls). Part of the power is having the front of their bases 2.49″ from the ogors behind them so if they get charged at that point the unit behind will be able to pile in and attack.
The grots have an 8″ shooting attack that isn’t all that great. But if you can get a large number of these in range then a lucky round of shooting could make a massive difference. However I wouldn’t ever depend on this attack doing damage. Just be happy if it does.
This can sometimes be a tricky phase to do right with these guys. Things you need to remember. You have ogors sitting exactly far enough behind the unit that they can pile in if they’ve been charged. Dot no pile in so that you make this distance larger and too far to pile in if that is the plan you’ve gone with. Make sure to be careful when removing casualties. Be aware of breaking coherency and giving enemies the chance to pile in to an unfavorable position. Also keep an eye of objectives when removing casualties.
Even though their attack is weak, always endeavor to get as many models in to the fight as possible as you might be lucky and pick a few wounds off a unit.
Pros & Cons
Cheap horde unit
Have both shooting and melee attacks
Have great synergy with tyrant
Unit ability to do mortal wounds when charged
Great screening unit
Their stats are all terrible
These are not the nicest models to paint, so be ready to commit if you need them in your army.