Age of Sigmar/Tactics/Old/Destruction/Moonclan Grots: Difference between revisions
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1d4chan>Phantom Dusclops'92 (Created page with "==Warscrolls== Common keywords in these warscrolls are '''DESTRUCTION''' and '''MOONCLAN'''. Except for the Cave Squigs, they also have the '''GROT''' keyword. ===Heroes=== *'...") |
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*'''Grot Squig Hoppers:''' The squigs get extra attacks if you roll a double when charging. That's it. | *'''Grot Squig Hoppers:''' The squigs get extra attacks if you roll a double when charging. That's it. | ||
*'''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". | *'''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". | ||
*'''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. | *'''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. | ||
*'''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:''' 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+. | ||
*'''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). | |||
*'''Squig Gobba''' (forge world)''':''' The exception about the rule saying that expensive models are always better. As far as an artillery piece goes, D3 attacks at random range hitting on a 5 and wounding on a 4 ''without rend'' is rarely going to kill anything, even with D3 damage. At least it costs next to nothing in points systems. | |||
==Battalions== | ==Battalions== | ||
==Army Building== | ==Army Building== |
Revision as of 22:50, 19 June 2016
Warscrolls
Common keywords in these warscrolls are DESTRUCTION and MOONCLAN. Except for the Cave Squigs, they also have the GROT keyword.
Heroes
- Grot Warboss: Can choose between a Moon-cutta and a Git Shield (rerolls every failed save), two Moon-cuttas (rerolls every 1 to hit), a Moon-slicer (less attacks, but D3 damage and Rend -1) or a Moon-prodder and a Giant Cave Squig (read:
Skarsnik is dead and we needed an excuse to sell his model anywayshooting attacks and tons of more damage in melee, including 4 attacks dealing D3 wounds which become D6 if you roll a 6 to wound). In every case, he haves the ability to make every 6 rolled by your opponent against him to count as a 1, and he also haves the command ability that doubles the damage dealt by a MOONCLAN unit within 20". - Grot Warboss on Great Cave Squig: Can choose between the Moon-cutta and the Moonclan Stabba: the latter haves extra range but -1 to hit compared to the former. He can keep the shield in every case. If he rolls a double when charging, the Squig's attacks deal double damage. His command ability gives to every MOONCLAN unit within 20" +1 to their Move value and to their run rolls, except for Squig Hoppers who instead get to reroll move and run rolls.
- Grot Shaman: Nothing special. Before casting a spell you can give him a Madcap Mushroom: on a 2+ he gets a +2 to his casting, otherwise he can't use magic in this turn. His exclusive spell deals D3 mortal wounds on a unit with at least a model within 18" and every unit within 6" from the model you targeted also suffers D3 mortal wounds, this time only after a 4+ roll.
Troops
- 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).
- 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.
- Grot Squig Hoppers: The squigs get extra attacks if you roll a double when charging. That's it.
- 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".
- 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.
- 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+.
- 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).
- Squig Gobba (forge world): The exception about the rule saying that expensive models are always better. As far as an artillery piece goes, D3 attacks at random range hitting on a 5 and wounding on a 4 without rend is rarely going to kill anything, even with D3 damage. At least it costs next to nothing in points systems.