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===Troops=== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grots-en.pdf Grots]''': Can choose between Stabbas or Pokin' Spears along with the shields (which give a +1 to their save as long as the unit haves 10+ models), or just take bows and Slittas. In both cases part of the unit can get the Barbed Nets, which are not only 3 melee attacks each but also give -1 to hit rolls to enemy models within 2". The unit gets +1 to wound rolls as long as there are 20+ models, which becomes a 2+ if they reach the 30+ goal. Gong Basher gives the unit +2 to their runs, while the Standard Bearer can choose between the Grot Flag (+2 Bravery as long as there are no enemies within 3") or the Bad Moon Icon (+1 Save against Missile Weapons). :*Wanna make them brutal? Alright. Take at least 20 of them (or 40 and even more if you want to go nuts), give the first rank nets, the rest of them Pokin' Spears and shield, and put both the Bad Moon Icon and the Grot Flag in them. You now have a Battleline unit that, at 240 points for 40 guys, has the equivalent of a 4+ save both outside combat and inside it (at least against frontal charges), and attacks with three ranks (even if you choose not to ignore them, bases for grots are 20mm, and spears have 2" range). When you take losses, retire spear minis from the last ranks to avoid losing net grots. You can say that the net guys throw them, then go inside the unit to be protected by their shielded mates, exactly like the Romans and other peoples did in ancient times. Powerful and fluffy. If you give proper Warboss/Arcane Shield/Fanatics support to this unit, it can compete even against the more elite units. Just be wary of their still low Bravery. <strike>Yeah, you could just give all but one of them nets, but lets be real here, nobody would make such an effort, and nobody would want to play with him.</strike> FAQ now limits you to just 3 nets in 20 grots so no more claiming 19 grot netters as a few. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grot-fanatics-en.pdf Grot Fanatics]''': The crazy dudes can begin the game hidden in any '''MOONCLAN GROT''' unit with at least 5 models, come out at the beginning of any charge phase, and istantly charge ''even in your opponent's turn''. BTW, you lose a guy everytime you roll a double to determinate their movement. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grot-squig-hoppers-en.pdf Grot Squig Hoppers]''': The squigs get extra attacks if you roll a double when charging. That's it. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grot-squig-herders-en.pdf Grot Squig Herders]''': They can choose between Noisemakers and Squig Prodders: the former deal 2 attacks, but the latter haves a +2 on their wound rolls and extra range. People attacking them get -1 to hit rolls if there are Squigs within 5". '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cave-squigs-en.pdf Cave Squigs]''': When one of this guys runs away in Battleshock phase, they deal a mortal wound on a 4+ to every unit within 6" that is not a '''MOONCLAN''' before going away. Squig Herders being nearby allows them to reroll charges and get +1 to hit rolls, remember that. These guys do d3 damage at -1 rend, making them hit surprisingly hard. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-mangler-squigs-en.pdf Mangler Squigs]''': The huge messy guys. 3D6" Move (it gets lower when it suffers wounds of course), tons of attacks, the Ball and Chains attacks get +1 to hit if you rolled a double to charge, and when they die every unit within 6" suffers D3 mortal wounds on a 4+. Mangler Squigs are another unit that benefit from taking the Great Moonclan formation. If bellowing tyrant is used on the mangler squig, that means each hit roll of 5 or 6 generates an extra attack, and if there are no fat grot units in combat, also pop the formation's warboss' command ability on him as well. Those few sixes to wound really works wonders, doubling damage on an already nasty attack (3 becoming 6), turning the mangler squigs into something like a woodchipper. If you are slightly lucky, the Manglers can eat Archaon in a single phase and keep on bouncing and grinning. '''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-colossal-squig.pdf Colossal Squig (forge world)]''': This thing moves 4d6", has a metric ton of attacks, and explodes when it dies. It looks absolutely ridiculous on paper, now the question is wether or not you're ready to pay for the forge world fee. The rule that makes it risk to eat friendlies looks much less frightening once you realize it's only within 3" and in the absence of enemies, which shouldn't happen much (or it means your deployment zone is so crowded losing a couple models isn't very important anyways). 6s to wound with its jaws cause D3 mortal wounds instead of it's normal damage. Sometimes it might be useful popping the warboss' command ability on it, which means the jaws do D3x2 mortal wounds for each 6+ to wound. A potential 48 mortal wounds. Nasty! '''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-squig-gobba.pdf Squig Gobba (forge world)]''': It's now 6 A hitting on 4, wounding on 3+ and does D3 damage, has 30" range, and still does not have rend, but you get +1 to hit on units of 10 and up. Does not require LoS. All in all a much better choice now.
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