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==Why Play Gloomspite Gitz== ===Pros=== *You get Moonclan Grots, Spiderclan Grots, Troggoths and even the old Giant under one roof! *New Models for a load of old classics, like Squig Hoppers and Fanatics! *The grots ate so many hallucinogenic mushrooms they think the moon wants them to kill everyone. *Want a horde army? Sure! What about an elite army instead? We got that too. All cavalry? You bet! And you can go magic heavy too (or not). Seriously, the Gloomspite Gitz have one of the widest available unit pools in the game, beat out only by Cities of Sigmar, Stormcast Eternals, Seraphon, and Slaves to Darkness. *Squig Hoppers and Mangler Squigs now count as flying models. Enjoy it - take them out on the aerial battleplans! *You get a quasi-summoning mechanic. It even works on Troggoths, Squigs, and Spiders now, provisionally. *Your synergies are off the charts. Half the book is designed to buff or enhance the other half. The Bad Moon buffs shit, your heroes buff shit, your wizards buff shit and debuff enemy shit, your baseline troopers like Sneaky Snufflerz and Sporesplatta Fanatics buff shit. It's easy to turn a mediocre unit into a... Well, a decent unit, maybe even a good unit. *Multiple ways of getting extra command points. In fact, it's arguable that the Gloomspite Gitz have the single best Command Point generation in the game, able to pump out upwards of '''SIX''' command points a turn. Even better in 3rd edition, you all those fancy command abilities are now easier to throw about. *Almost everything wants your Squigs to run and charge in the same turn. Enjoy the vicious red herd of teeth. *Multiple ways to debuff the enemy's to-hit rolls. There's so many ways to hand out penalties to hit, you can protect your squishy goblins a little longer. Sadly we can't stack them the way we used to, but at least the enemy can't throw bonuses to hit as easily either. *You want to play as [https://www.youtube.com/watch?v=z6DJmp21vcQ David Bowie in Labyrinth]. *The Range of models is mostly plastic, the battleline options are simple and monochromatic for new painters. And there's a lot of great minis to learn on. If you're someone who enjoys hobby, crazy looking miniatures, and messing around with shading there's a lot that is available for you to use here. Washes and dry brushes go especially well for squigs, the loonshrine, and Troggoth. *Praise the Bad Moon! We will finally be getting a battletome update! ===Cons=== *This should pretty much go without saying, but their leadership is dogshit. Other horde armies have ways of buffing their leadership (Skaven, Order stuff like Freeguild) or a naturally high base leadership (Death), but the Gloomspite Gitz have very, very little in that aspect, and where we do have it, it's expensive or has a more important job than just sticking around to keep leadership up. The only exception to this point are the spiderfang, that have a 6 base bravery with the totem and 8 bravery if close to a webspinner shaman if he is the general. *While certainly effective, there are a lot of interconnecting rules and abilities that can be easily forgotten. You need to read and then reread your book. *We have no faction-specific powers beside the moon and the Loonshrine. We're working purely off our old crappy warscrolls, with the moon adding a handful of nice but unreliable benefits if we manage to be wholly underneath it's current table quarter. Speaking of which... *The Bad Moon provides our only faction-specific powers, but is kind of fiddly in how it gives them out. Read and reread the rules for the moon, and even if you know how it works, there's always the chance the moon just doesn't move how you want it to. Sometimes it'll fly to the center of the board and stay there for three turns, sometimes it'll fuck off by the start of turn 3, having only one turn of lunar goodness. And once it's gone, you're back to playing without any army buffs. *You're gonna need those extra command points, as you're likely going to have to spam Inspiring Presence every turn to make up for your horrible bravery, or to activate your most powerful synergistic command abilities, like ''Bite Da Moon'' or ''Instinctive Leader''. *Keyword Bingo! It's not immediately clear which abilities are applicable to which units (eg Loonboss WITH giant cave squig is a GROT, whilst Loonboss ON giant cave squig is a SQUIG. And exactly which units have MOONCLAN?). Read carefully. *Our to-hit rolls are generally bad. We'll usually hit on an acceptable 4 plus, but penalties to hit really hurt, and there's very few rerolls to hit, outside of the Troggboss's ''Instinctive Leader'' (Which is '''Troggoth''' specific). All Out Offense helps, but you're already paying a command point tax on Inspiring Presence, so you're going to feel the strain on command points if you want to hit on anything remotely decent. *Our armor saves are pretty weak overall, and in general our defense is poor. It's easy to get little to no armor save and lose a bunch of models, and then lose a bunch more to our terrible leadership. We've also got nearly no protection from mortal wounds. *We rely a lot on RNGesus. *Some of the models are a little old. Good luck in getting the finecast Scuttleboss to hold together. *At this point it's inevitable that we bring up that Gloomspite Gitz are outgunned and outmanned on basically everything. There isn't a single thing Gloomspite Gitz can do that another army can't do better, and cheaper. We're the weakest army in the game, losing out to Nighthaunt and Beasts of Chaos. Hopefully a new book fixes this but the current edition is against us in several ways. **With the introduction of Reinforcement Points, we can no longer bring endless hordes, and have to settle for one or two big units, and then a bunch of minimum size stuff. In 2nd edition we relied on everything getting reinforced at least once in order to have any real impact, and now we can't rely on that. **Capping penalties to hit hurts us bad. Whereas before we could give out -2s to hit like candy and really cut into the enemy's damage potential, now a -1 to hit is all we can do. With multiple sources of hit penalties we can negate bonuses, but instead of forcing 6's to hit, now the enemy has a better chance of killing us. **The new command abilities are awesome, but our over reliance on leadership protection limits our potential to use them. Why go from 5's to hit down to 4's, when we'll lose the battleshock phase hard anyway? You're GOING to be spending a point for Inspiring Presence every turn. It's the tax for playing GSG. **The current Commander's Handbook 2021 has a strong emphasis on monsters, and our monsters are meh and not spammable. Even worse, Troggoths aren't monsters. Even more devastating, the Roar monstrous action can be the instant death knell of most GSG units, because unless we're right next to the Loonshrine, the inability to use Inspiring Presence means a whole unit will disappear. While monstrous actions are nice on Mangler Squigs for instance, you really can't take advantage of it the same way an Ironjawz player can. **Our damage potential is frankly crap. Our ability to get past armor is piss-poor, and our mortal wound potential isn't much better. Our damage is mostly 1, and the few sources of damage 2 or 3 are often expensive and have godawful defense. Troggoths are the notable exception, but their bravery is just as terrible, and have mediocre armor saves. Squigs could potentially do good damage, but since they hit on 4's you're hosed if you roll poorly, and they need two command abilities to have any reliable damage output. The final nail in the coffin is that you can't drown your enemy in dice, our attacks are mediocre to poor and we don't get enough of 'em. **Having no shooting used to not be so bad, but nowadays we're not fast enough to challenge big chunks of the board, and our magic doesn't make up for it enough. Lots of armies can start reaching out and hurting the enemy on turn 1, but barring some crazy turn 1 charges we can't hurt the enemy without getting out of position. **The new coherency rules mean we can't swarm around like we used to, and our range is mediocre to poor on everything. The Stabbas and their spears are alright at efficiently attacking, but Stabbas aren't there to do damage, that's what Squigs, Troggs, and Spiders were for, and those are all let down by their big base sizes. **Don't let this wall of despair turn you away from Goblins, though. We're still fun as hell and every victory we achieve is stolen directly from the mouths of Gargants and Aelves. One day we'll get a new Battletome, and we'll hopefully get much better. Just temper your expectations, understand that this is a challenge faction right now, and maybe don't take your all-squig list to a tournament you were hoping to do well in.
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