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==Warscrolls== *All the units have exactly ''one'' of the following keywords: {{AOSKeyword|GROT|#9400D3}}, {{AOSKeyword|SQUIG|FF0000}}, {{AOSKeyword|SPIDERFANG|#8B0000}}, {{AOSKeyword|TROGGOTH|#DDA0DD}} or {{AOSKeyword|GARGANT|#D2B48C}}. *Skragrott and all Loonbosses (including the {{AOSKeyword|SQUIG|#FF0000}} Loonbosses) have {{AOSKeyword|LOONBOSS}}}. *All units with <span style="color:#;">{{AOSKeyword|GROT|#9400D3}} or {{AOSKeyword|SQUIG|#FF0000}} also have {{AOSKeyword|MOONCLAN|#CCCC00}}. *Loonsmasha Fanatics and Sporesplatta Fanatics are the exception as they have {{AOSKeyword|MOONCLAN|#CCCC00}} and none of the other above keywords. This prevents their abilities working on themselves. *And every unit has {{AOSKeyword|GLOOMSPITE GITZ}}. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#9400D3;">MOONCLAN GROT</span>=== <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Skragrott_the_Loonking.pdf Skragrott, The Loonking]:''' (220pts) The Great Poobah of the green weirdos himself and named leader. **Goes around with a staff that can both shoot and hit in melee, and if he damages a model with multiple wounds by using it that model will suffer an additional mortal wound ''at the end of each Battle round''. **Gets a +4 to ignore wounds (includes mortals), a +1 to cast and dispel rolls, and can cast/dispell 2 spells every turn. **If he is your General you get D3 extra command points on a 4+ roll at the beginning of each of your hero phases. **Also requiring him to be a general, his command ability can be used once per battle and manipulates the Bad Moon movement for a turn, by making it not move or even move twice in the same turn. **And then there is his spell (CV 8), that is basically an Arcane Bolt that targets single models instead of units... unless you rolled a 10+ to cast it, in which case it will also get the additional ability of ''destroying artefacts of power if the targeted model had one''. That 10+ is essentially a 9+ due to the +1 to cast. Give him the Cauldron (he can shrug off those mortals on a 4+) and put him under the bad moon, you now only need a 7+ (a 58% chance)! **Keep in mind: Skragrott's only got 6 wounds, and no source of healing. For the legendary hero of the Grots he's about as tough as two Ogors. Keep him waaaaay back out of danger and he'll cream the competition, but if he gets caught out there's only so much a 4+ save can do. **You might be looking at this guy and be wondering, "this is the guy who leads the whole faction?" And it is true that he doesn't have the ability to make whole units vanish in the combat phase like Archaon, Gordrakk, or Alarielle, or be the ultimate wizard like eight-spells-fuck-you-Nagash. But that's not why you take Skragrott, you take him because he's an insane toolbox at a steal of a price. He can generate command points, cast spells, be a long-range artillery piece, and provide control over the notoriously wiggly Bad Moon. Keep him safe and he'll cast Skrapskuttle's Arachnacauldron, and then as many endless spells as you want, forever. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss.pdf Loonboss]:''' (70pts) Regular dude boss from the front cover of the Battletome with big crescent moon headpiece. **Opponents get -1 to hit rolls against him. Keeps him alive a bit longer. Sorta. **His command ability allows a {{AOSKeyword|moonclan grot}} unit within 12" (24" if he is the General) to deal mortal wounds in melee if they roll an unmodified 6 to wound. **Cheapest hero in the faction, and one of the cheapest heroes, period. You get what you pay for, with 5 leadership and wounds, only a 5+ armor save, and only 3 good attacks, but he adds some punch to a Moonclan-based list and doesn't break the bank. **Generally best used along side hordes of Stabbas to help them dish out more damage, or babysitting the Shootas to help defend them in melee. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_with_Giant_Squig.pdf Loonboss with Giant Cave Squig]:''' (110pts) The good old [[Skarsnik]] model reborn as a Loonboss. Allows for Squig battleline. **Gains two wounds and a 6+ ward save, but has a 5+ save instead over the regular Loonboss. **His weapon has a better stat line than the other guy, and the Squig adds another bunch of attacks and the potential to instantly kill a model at the end of combat phase. **In contrast to his counterpart, this guy acts as a Gobbo Commissar, using threats of violence to inspire the grots in his command. You can sic the Giant Squig on a group of Grots to deal D3 mortal wounds, and they gain 3 to their bravery for each wound suffered. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Madcap_Shaman.pdf Madcap Shaman]:''' (80pts) Regular small wizard. **Like the Fungoid, he can cast two spells in the same turn once per battle. However, casting the second spell, if the roll is a double (thats a 1 in 6 chance) he gets D3 mortals - and he's only got 4 to start with. Those mortals are dealt after the spell has gone off, so if he does die you still get the effect. **Exclusive spell (CV 5) protects an ally within 12" by giving -1 to hit rolls against him in Shooting Phase. **Four different models exist for this guy. There is the Madcap Shamans two pack, the Madcap Shaman that used to be sold as a ''Gitmob Grots'' Grot Shaman, and the shaman from the Forgeworld Night Goblin Command Set. **Look at that price again. 80 points is stupid, stupid cheap for a wizard, and a hero to boot. Keep him safe and you'll be getting all the lovely spells your heart desires. But you should probably spend 10 more points to get a Fungoid Cave-Shaman instead, unless you're really dead set on those magic items. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Fungoid_Cave-Shaman.pdf Fungoid Cave-Shaman]:''' (90pts) The Malign Portents model that turned was a portent of things to come. A bulky wizard. **A 4+ to ignore wounds and mortal wounds makes him less squishy that a regular wizard hero. **Standard wizard melee attack, but with an additional weapon in the form of the Spore Squig, makes him a little more aggressive than normal wizards. **Can cast two spells in the same turn once per battle **On a 4+ gets you an additional command point in each hero phase. Traditionally, CPs have been very useful in Grot based armies. **Exclusive spell (CV 7) is essentially Arcane Bolt, but it works against any unit within D6''. **Not a {{AOSKeyword|Madcap Shaman}}, so cannot take any of the Gloomspite artefacts of power (you could still give him a realm specific artefact though). **Some short range attacks and additional save makes him seem like he should be up near the frontline dealing damage, but only has 4 wounds and you want to keep him alive for that 50% chance of a CP every turn. Maybe best having him supporting a large unit camping on a mid board objective, or keep him on the backline until you no longer need those extra CPs. ** If you just want to maximise commands points per turn, consider two Fungoids over Skragrott. For 40 points less, you get 75% chance of at least 1CP and 25% chance of 2CP, compared to 50% chance of at least 1CP, 33% chance of at least 2CPs and 16.6% chance of 3CPs. Plus, if a Fungoid gets sniped, you still have the other still alive still giving 50% chance each turn. However, you do loose all the other goodies Skragrott brings. **A fun little toolbox of a wizard, the Fungoid is a cheap source of Command points, something the Gitz desperately crave, and is a surprisingly good spell caster. The only real weaknesses is his measly 4 wounds and that he can't take the Madcap Shaman's magical items. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Zarbag.pdf Zarbag]:''' (160pts) Named Leader pulled in from Warhammer Underworlds. Kinda generic Shaman, but you bring along his ''Zarbag's Gitz'' for free. **Has a once-per battle that gives him a +2 to casting rolls if he rolls a 2+ before trying to cast a spell **Exclusive spell (CV 5) that forces an enemy unit to retreat (or suffer D6 mortal wounds if unable to do the retreat movement) **Is a {{AOSKeyword|Madcap Shaman}}... but also a named character, so cannot take an Artefact from the Foetid Fetishes. <big>'''Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Stabbas.pdf Stabbas]:''' (130/360pt, min 20, max 60) ''Unconditional Battleline.'' **Melee grots. Can take either stabbas or pokin' spears (latter has more range but -1 to hit). **Get +1 to wound as long as the unit has 15+ models (+2 when 30+) and +1 to save as long as there are 10+ models. Can take banners for extra buffs and can take netters to trip up enemy attackers. Very good tarpit when paired with the new bravery boosting abilities of the army. ** Gong Basher: Only 1 every 20 models. +2 to run rolls for the unit. ** Standard Bearer: Only 1 every 20 models. Can pick either the Moonclan Flag (+1 Bravery) or the Bad Moon Icon (+1 Save against missile weapons). ** Netter: Only 3 every 20 models. 3 melee attacks plus -1 to enemy hit rolls in melee. **Stabbas are better for units of 20, spears for units of 60. Remember though that unit of 60 comes back as a unit of 30. **This is the Horde to end all Hordes. They may seem unimpressive for their base value (6.5 points per model) but when you consider that unless you're extremely unlucky you'll be getting the effect of the Loonshrine to resurrected half in pretty much every game, they're much more effecient (4.333 points per model now). This gets even better with the discount for max unit size (6 points per model without being resurrected, 4 points per model if resurrected)! Keep in mind that you only can roll to resurrect a unit once per turn (twice per turn, one turn if you have the Clammy Hand command trait) and that the more units of Stabbas and Shootas you have the more likely you are to flub your rolls and just not get the benefit of the Shrine or the efficiency of the hordes. **Of additional note is, there's nothing saying that the unit's leader can't also be one of the grots wielding a Net, giving you 3 attacks hitting on 3s instead of 4s. ** Don’t forget to space out the nets enough that the unit gains the added durability provided from them! I’ve seen Daughter of Khaine struggle to damage hordes since the grot nets effected every enemy model in range ** When given max buffs, this unit can have: ***+2 to wound, from unit size bonuses ***Rerolling 1s to wound, from the Spiker of the Gobbapalooza ***Dealing a mortal wound on every 6 rolled to wound, in addition to damage, from the Loonbosses' Command Ability ***Rerolling run and charge rolls, from the Scaremonger of the Gobbapalooza ***Rerolling 1s to hit, from the All Out Offense Command Ability ***+2 attacks, one from a unit of Sporesplatta Fanatics, one from a unit of Sneaky Snufflerz (More, if you have more Snufflerz units and don't mind taking 2d6 mortals per extra attack) ***+1 to armor saves, +2 to armor saves against ranged attacks, from their Moon Shields ***Immunity to Battleshock Tests, from the Boggleye of the Gobbapalooza ***-1 to hit for enemy models attacks, from proper net positioning. Yeah, meanwhile the enemy models are 2" within the nets, the -1 to hit affects the shooting attacks or attacks that target other friends units. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Shootas.pdf Shootas]:''' (120pt, min 20, max 60) ''Unconditional Battleline.'' **Shooting Grots. They get +1 to wound in combat in a 15+ models unit, +2 to wound in combat in a 30+ unit. In shooting you get a +1 to hit in squads of 15 or more. They can also take netters. A little odd that most of their unit buffs are for combat even thought they are a shooting unit. Anyways with the right combos they can rain death from afar and make a pretty good tarpit like all grot hordes. **Has the same Gong Basher, Standard Bearer and Netter abilities as the Stabbas **These guys might look terrible, but they're definitely worth considering over Stabbas, in 40s. If you kit them out with all the same melee tech that the Stabbas get, they have a worse armor save and attacks than the Stabbas with knives. That being said, the ranged attacks are nothing to sneeze at, and with the Loonshrine's ability to ressurect maybe the defense penalties aren't as harsh as they seem. Certainly worth considering is the fact that with all your fat hordes running around, board space is going to start being an issue, and the ability to reach out and tag an enemy from 16" is nice when you're elbow deep in Stabbas and the opponent has you bottlenecked. <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Zarbags_Gitz.pdf Zarbag's Gitz]:''' A mixed bag of stuff that comes free alongside Zarbag. You get 3 Shootas, a Netter, a Squig Herder with 2 Squigs and a single Loonsmasha Fanatic hidden inside. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Sneaky_Snufflers.pdf Sneaky Snufflers]:''' (70 pt, min 6, max 18) Mushroom-hunting Grots. **Instead of moving, They can search for mushrooms: you roll a dice and if the result is less than the number of models in the unit they find the mushrooms and give them to a {{AOSKeyword|moonclan}} unit within 12", so that each model in that unit gets an extra attack for each melee weapon, Note that the keyword specified is {{AOSKeyword|moonclan}} and not {{AOSKeyword|moonclan grot}}, meaning you can buff a whole shitload of units, including Cave Squig Herds, Boingrot Bounders (A free extra two attacks per model? Yes please!), and Squig Hoppers. They can even buff themselves. **if you have multiple Sneaky Snuffler units and want to give more mushrooms to the same unit, that unit gets 2D6 mortal wounds for each additional buff. Remember kids, shroom overdose is bad! **With the FAQ, unit size went from 5 max 15, to 6 max 18. That means the buff is guaranteed to go off with an undamaged minimum unit. **Snufflers are tied with Cave Squigs as the cheapest points-per-wound in the army, at 5.8 points per wound. Unlike with squigs you can't really spam them in endless hordes, but they make up for it by making excellent support units. Spend every turn sprinting them up the board, or maybe hit 'em with a Hand of Gork to teleport them near whatever they're buffing (they can't move in the movement phase, but that doesn't stop them from throwing shrooms!). If they ever get caught in melee, just have them buff themselves for an extra 2 attacks per model. They won't do much better than before, but they'll at least have a better chance of survival. ** RAW since Sneaky snufflers have the {{AOSKeyword|moonclan grot}} and a unit size of 6-18 you can hide fanatics inside them. Useful if you want to protect them from being charged. Also useful since you'll probably be using hand of gork to reposition them anyway. *'''Gobbapalooza:''' (180pts) 5 Unique non-Heros. Must all be taken together, but each acts as an individual unit. **Two are wizards whilst the other three have a skill known as a Gobbapalooza Know-Wotz, a peculiar {{AOSKeyword|moonclan grot}} buff that can be activated on a 3+ roll during Hero Phase. **6+ save, but they get +2 on the first round and a +1 on the second round. **Shooting attacks against them have a -1 to hit as long as they stay within 3" from any {{AOSKeyword|moonclan}} unit with 3+ models. **Whilst two of the members have the {{AOSKeyword|wizard}} keyword, none of them have the {{AOSKeyword|hero}} keyword, so they don't count in the point limit for Leaders, cannot be your General, can't take command traits or artefacts and cannot take a spell from the {{AOSKeyword|moonclan}} lore. The Arachnacauldron could come in use here, but with only 3 or 4 wounds, don't expect your wizard to last long. **Individually very cheap (40pts). But the three Know-Wotz guys are only of use to {{AOSKeyword|moonclan}}. So for pure Squig/Trog/Spider lists consider them as two wizards for 100pts each plus free chaff. (Technically, the Spiker and Scaremonger can buff themselves/other Gobbapalooza, but it's not going to be of much use). **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Shroomancer.pdf Shroomancer]:''' The one on a mushroom ***Wizard. Spell (CV5) picks an enemy unit within 8" and gives it -1 to hit and save rolls. ***Probably the best of the Gobbapalooza's menagerie of fools. His spell, while short range, is absolutely crippling if it goes off. Enemies will go pale when you describe his magic, and will avoid him like the 40-point plague. ***put him on a balewind vortex for increase in a moment the spell range and grin at your enemy after all his efforts for stay at more than 8 to him. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Boggleye.pdf Boggleye]:''' The one with big eyes and a smoking staff ***Wizard. Spell (CV6) picks an allied unit within 12" and make it pass Battleshock tests automatically or pick an enemy unit within 12" and force it to attack after everyone else in Combat Phase. ***The other wizard, and pretty good too. His spell isn't the insane unit-crippling debuff that the Shroomancer's is, but is way more versatile. Quite powerful and another target the enemy will be wary of. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Spiker.pdf Spiker]:''' The one with many legs ***His Know-Wotz allows a {{AOSKeyword|moonclan grot}} unit within 18" to reroll every 1 to wound. ***His buff is quite good on basic grot Stabbaz, especially when they can easily have a 2+ to wound. Otherwise, a little lackluster. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scaremonger.pdf Scaremonger]:''' Masked guy atop a skull ***His Know-Wotz allows a {{AOSKeyword|moonclan grot}} unit within 18" to reroll run and charge. ***Has the best attack profile of the bunch with 4 attacks at rend -1, damage D3. ***Of the three non-wizard chumps, the Scaremonger's probably the best, with an actual melee profile and a useful buff for movement for your big ass horde of grots, you'll be glad he's around. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Brewgit.pdf Brewgit]:''' Guy underneath a bubbling cauldron. ***His Know-Wotz allows a {{AOSKeyword|moonclan grot hero}} within 18" to reroll every hit roll. ***Really boring. A shame, considering his great model, but his buff is pretty insignificant. The only grot heroes who care are the Loonboss With Giant Cave Squig, or Skragrott (both of which can reroll their shooting and melee attacks). This is the guy you'll leave behind to sit on an objective, or have him run a suicide run along the board's edge, because otherwise you'll forget you got him. ***The best use of this ability is on Skragrott’s 28” missile attack. (Remember, Skragrott is a Moonclan Grot Hero, and the ability doesn’t specify whether it’s the melee or missile weapon that is buffed). Combine this with the ability that enemy wounded by his missile attack will suffer one mortal wound every turn. The fact that you can reroll hits on this attack suddenly have new meaning. Divide the 6 attacks into three targets each turn, reroll misses, and watch your enemy bleed throughout the game. **Overall, an alright unit with the repeated point reductions, but still hard to make the cut for a list. Both wizards are great, and the buffs that the Scaremonger and Spiker give out are pretty good too, but the Brewgit is so fucking useless that he actually brings the whole unit down. Pure grot lists already struggle to find points to fill in between the hordes of grots and heroes, and a Gobbapalooza probably won't make the cut over two Fungoid Cave-Shamans instead. Not to mention, buying this essentially guarantees that you won't finish deployment first, as each model has to be deployed separately - unless you spend another bunch of points on the battalion. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#CCCC00;">MISCELLANEOUS MOONCLAN</span>=== <div class="mw-collapsible-content"> <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonsmasha%20Fanatics.pdf Loonsmasha Fanatics]:''' (140pt, min 5, max 15) Classic Fanatics. They hide inside any '''MOONCLAN GROT''' unit with 5+ models (so that's Stabbas, Shootas and oddly, Snufflers too) and can come out at the beginning of any charging phase, they always attack first in combat phase and if you roll a double when charging one of them dies and every unit within 1" from them suffers D3 mortal wounds. **Obviously, classic fanatics have classic fanatic playstyles. Laughably bad defense for a 28 point model (6 up save, one wound), but if a unit of 5-10 fanatics charges in and ''doesn't'' kill what they're aiming at, you've got cursed dice. These spinning idiots will pulverize just about anyone, but will die when the enemy coughs on them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Sporesplatta%20Fanatics.pdf Sporesplatta Fanatics]:''' (120pt, min 5, max 15) New variant of Fanatics, which are not hidden in other units but get some additional abilities, such as blocking the enemy's line of sight (except for Monsters and flying stuff) and giving an extra attack to every '''MOONCLAN GROT''' unit within 12". ** Note their buff lasts until the next hero phase. So even if your enemy shoots them off the board, your grots will still be buffed in that round's combat. Also remember that they don't have the '''GROT''' keyword and so don't benefit from their own attacks buff. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_rippas_snarlfangs_en.pdf Rippa's Snarlfangs]:''' (70pt, min 3, max 3) Gitmob cavalry from Beastgrave gets shoehorned into the Gitz. **Worst wounds per cost unit in the book. They're going to die 25% quicker than a min sized unit of Hoppers. **Shooting is worthless. Just about better than nothing. **Like all Underworlds stuff, unique. So, if you really want to take them, it'll only be the one. **Still here? Ok, it gets better... a bit. **Move 12, that's guaranteed (no roll), and double distance pile in. **Per point, average melee damage is on a par with Boingrot Bounderz (better against save - and 6, worse against save 5 or less) **So, long distance glass cannon objective stealers or threat neutralisers, to take instead of Hoppers if you want more punch, reliable movement and don't care about them instantly dieing. **A bit more useful now in 3rd edition. They're your cheapest unit if you need to fill out a core battalion, and are ALOT cheaper than Squighoppers now that you have take Hoppers in units of 10. They're a super fragile objective stealers. Also useful for baiting out Unleash Hells from enemy ranged units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#FF0000;">MOONCLAN SQUIG</span>=== <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_Mangler_Squigs.pdf Loonboss on Mangler Squigs]:''' (310pts) It's a hero that rides a pair of huge-ass Squigs chained together. You can't get any crazier. **Is kinda like standalone Mangler Squigs, except with 5 more attacks, a once-for battle ability to reroll failed hit and wound rolls (but only for the aforementioned attacks of the Loonboss, not the Squig ones) and a command ability that gives +1 to wound rolls to every friendly '''SQUIG''' units within 18". **The be-all, end-all for '''Squig''' lists. This is your General and likely your most important model. Besides hitting like the angry fist of Mork 'Imself, the Command Ability changes the Squig list from being fine in melee to being absolutely blendy. Pretty much everything with the Squig keyword is now wounding on 2+. and the radius is phenomenal, reaching just about a quarter of the battlefield in volume. The only downside of the Command Ability is that it only lasts one combat phase, meaning that to activate it in both Combat phases of a turn you'll need two Command points. Combine this model with the Command trait "Fight another Day" to create a ping-pong ball of death that charges into melee, beats the shit out of his target, and then hops away merrily and denies the enemy a chance to fight back. Try to find a magic item that either increases his Durability (The Clammy Cowl does this great), or makes him more reliable at killing (Bonuses to hit, or rerolls to hit. Bonuses to wound or rerolling wounds is pretty unlikely to help as you're already wounding on twos with the Command ability). **Just alright in non-squig lists. He's really expensive, and although he's quite strong his command ability isn't nearly as helpful when it's only affecting him, and you'll be getting a similar level of killiness from a regular Mangler Squig at that point. Certainly not a BAD choice as far as out-of-synergy picks goes, but if you're running mostly non-squigs, you'll probably be better served by an Arachnarok with or without Shaman, a Troggboss or just a Dankhold Troggoth, or maybe even just a Giant when it comes to big smashy idiots. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_on_giant_cave_squig.pdf Loonboss on Giant Cave Squig]:''' (110pts) The guy who makes your Squigs go on faster. **The Loonboss on top can pick either a Loon-Cutta, or a Moonclan Stabba. The Cutta hits on 3's and wounds on 4's, and the Moonclan Stabba hits on 4's and wounds on 3's Pick your poison. However, the stabba has a range of 2, which makes it seem the correct option. Your final choice may depend on what -1 hit/wound modifiers you can get. **The Squig mount gets 4 attacks, hitting on 4's and wounding on 3's, with a -1 rend and d3 damage. Follows in a long trend of the pet squig being more dangerous than the goblin "controlling" it. **Can reroll every failed hit and wound roll with the Cutta (or Stabba) once per battle, from friendly hero phase to friendly hero phase. **Command ability gives {{AOSKeyword|SQUIGS}} within 12" +3 movement. **Super solid. For 110 points you get a nasty combo of good attacks, good defense, alright speed, and a command ability that helps get Squigs where they need to be on time. If you need someone to babysit your Boingrot Bounderz there's no one better for the job. Best used in conjunction with a Loonboss on Mangler Squigs as they complement and buff each other, but if you're trying to fit in your list's command on the cheap, very little beats the Loonboss on Giant Cave Squig and a Fungoid Cave-Shaman for just 200 points. <big>'''Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Squig%20Herd.pdf Squig Herds]:''' (160pts, min 12, max 36)'' <span style="color:#9400D3;">Battleline with Moonclan General</span><span style="color:#FF0000;"> (includes all Squig Mounted Generals).</span>'' **Now the herders are part of the unit (at least one for every 5 Squigs), and they allow the unit to reroll run and charge. For each squig that fails its battle shock it will deal a mortal wound on an 4+ to the nearest other unit within 6", so beware. **Tied with the Sneaky Snufflers for the single best point-to-wound ratio in the book, at 5.8 points per wound. This makes Squigs technically the cheapest source of wounds you can get in-faction. A full unit of 24 is a grand total of 48 wounds, and only costs 280 points, quite cheap for that expenditure. Keep in mind their awful, awful leadership, but this can actually work in your favor, as killing big swathes of squigs means a nastier battleshock failure, meaning more potential mortals on a model that squigs wouldn't normally be able to harm. Drown Alarielle and Nagash and Celestant Prime in a wave of gibbering idiot ball-monsters! Laugh at the enemy commander's fury as your horde of Squigs costs hundreds of points cheaper than their big dumb hero, but still get heavily injured in the exchange! Big hordes of Squigs are also great for boxing other troops, as they hit hard enough to threaten many units while simultaneously being worthless enough that dying in groups isn't breaking the points-bank. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Squig%20Hoppers.pdf Squig Hoppers]:''' (180pts, min 10, max 30) ''<span style="color:#FF0000;">Battleline with Squig Mounted General.</span>'' **Regular boingy people. Deal a mortal wound on a 4+ when they move over a unit. ***Suprisingly decent character assassins: try marching a full unit of these single-file over a model. ***The bounce ability can be used in ways most players won't even consider. What exactly counts as a "Normal Move?" As it turns out, Normal Moves consist of Basic movement, running, and retreating. This means that you don't have to make a full 12-to-6 hop over a unit to deal the bounce mortals, all you need is to run them over the enemy models in the front then make a quick U-turn and land 3" away, great for those turns where you roll a 15-18 for movement/run but can't quite clear the whole unit, or if you want to charge under moonlight or simply chump block. Lastly, if you're stuck in a shitty combat you can't win, on your turn retreat over the enemy model(s), and get your bounce mortals that way as a final "fuck you" to something that would just kill the Hoppers in melee anyway. **The Lightest of Light Cavalry for the Gloomspite, Squig Hoppers are cheap enough that they're great screeners in small 5-man groups, or run as a fast and irritating tarpit in a big block of 20. Their attacks have two profiles: the absolutely shitty rider attack, and the excellent Squig attacks. Each rider come with one Rider attack that hits and wounds on 5+ and no rend, and two Squig bites of 4+ hit and 3+ wound, and -1 rend as a cherry on top. A save of 6+ means they won't survive long in melee against most anything that's actually good at combat, but their acceptable 3 attacks per model and 2 wounds apiece makes them able to stick around occasionally. However, their biggest weakness is their tremendously stinky Bravery of four. These are acceptable battleline after a handful of squigs and fill a good role of being harassing flankers, or compounding a charge with another unit, such as Boingrot Bounderz or an Arachnarok. <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Boingrot%20Bounderz.pdf Boingrot Bounderz]:''' (105pts, min 5, max 15) Squig Hoppers that sacrifice speed for defence and offense. **On a charge, deals a mortal wounds on the charge on a 4+, and gains +1 to wound with their spears. **4 attacks of +4/+3 with rend! -1/1 By far the best unit ''per points cost'' in the whole faction. **These guys hit hard. With 4 attacks apiece, -1 rend on all four attacks, and a 50% chance of a mortal on the charge these models are going to thump in combat against most things, and with a few buffs they get truly crazy. Put a Loonboss on Manglers nearby and activate his command ability to give all 4 attacks a 2+ to wound on the charge, and will box effectively against many units even after the charge is over thanks to their stellar (for a Grot) defensive capabilities with 2 wounds and a 4+ save. Their biggest weakness (as with all Gloomspite, really) is their horrible leadership, a measly 5. Although these models are quite slow for cavalry with 2d6 move, this is mitigated by the sheer number of command abilities and spells that allow running and charging or simply a flat +3 inch move (thanks cave squig boss!). Although they won't wipe out a big block of Tzaangors or Ironguts or Putrid Blightkings on the charge, they'll certainly wipe out a chunk of it even in small numbers, and can box whatever survives for at least a turn or two, allowing you to maneuver troops into a stronger attack position. Try and keep some command points around just to help them survive the battleshock phase and they'll perform bouncy miracles. *'''Squigapalooza:''' (240 pts) Warscrolls found in the March 2020 issue of [[White Dwarf]]. They aren't legal in matched games if the opponent don't have you permission... So, they aren't legal in tournaments. It's a weird 4-men unit consisting of a Madcap Shaman and two Gobbapalooza members riding Squigs, plus a pair of tiny Mangler Squigs with an ability command. There are no official models for them as they were all conversions made by a WD staff member, so feel free to do them as you like it. **'''Squigmancer:''' See Shroomancer, but with an additional wound, 2D6 movement and can fly because Squig. **'''Squigmonger:''' As above, but with the Scaremonger. **'''Squigcap Shaman:''' Again, but with a Madcap Shaman. **'''Squig Herder with Mini-Mangler:''' A weird one. Basically a Herder from Squig Herds with better stats (6 wounds, 5+ Save, Bravery 4, does 3 melee attacks hitting and wounding at 4+) coming with a Mangler made of regular sized Squigs which have fun-sized versions of their big bros' attacks with no random stats and fixed damage (balls and chains do 3 attacks each dealing 1 damage and gobs hit at 3+ and deal 2 damage per attack), the same identical Ker-splat! ability and only 1" range for the Watch out! ability. To top it all, this thing haves a command ability that is just the regular Go dat way! ability Squid Herds have as a 12" bubble ability (in case the other Herders are all dead, you know) <big>'''Behemoths'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Mangler_Squigs.pdf Mangler Squigs]:''' (240pts) Two huge Squigs chained together, finally with a new model. As usual they work kinda like a giant Fanatic, with random movement, +1 to hit with one of their melee weapons in the turn they charge and dishing out mortal wounds to anyone within 6" on a 4+ roll once they die. **Mangler Squigs are angry, 240-point missiles. If they can't kill what they charged outright, it'll likely get killed in response, so the best use is as a fast flanking unit to bully backline heroes, or to compound charges with other units, such as a big 60-strong horde of Stabbas, or with a companion group of 15-strong Squig Hoppers. The size of these models is weird, because their base size is small for a monster making them easy flankers especially with their flight, but their height means archers will nearly always be able to target them. Another weird aspect of them is their damage table, which decreases their stats as they approach half health, but increases back to full the closer they get from half health to death, meaning a 2 wound Mangler Squig is just as dangerous as a full health one. If you can wrangle survival at 1-2 health you'll be better off than you'd be if you tried to play safe once the squig hits half health. {{anchor|FWColossal}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-colossal-squig.pdf Colossal Squig (Forgeworld)]:''' (300pts) Big huge Squig with big huge damage output. Moves 4d6' and can chuck out a bunch of bite attacks that can influct mortal wounds in addition to its feet attacks. Causes units in melee to subtract 1 from their hit rolls against it and when it dies it explodes into a bunch of smaller squigs. So basically one giant wrecking ball of death that can move ridiculously fast or kinda slow. Just throw it into the enemy as soon as possible and you should be fine. Though keep it protected from shooting as while it has a lot wounds its save is a little low and bracketing will hurt its damage potential. <big>'''Artillery'''</big> {{anchor|FWGobba}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-squig-gobba.pdf Squig Gobba (Forgeworld)]:''' (160pts) A good old forgeworld kit and also pretty much the closet thing this army gets to artillery without resorting to allies or the bad moon. While having reasonable melee output its abysmal movement stats mean that is not really practical and besides its shooting abilitiy is why you want to bring it anyway. with 30' range and 6 attacks that do d3 damage each it can put out a reasonable amount of damage. And it can also hit targets that are not line of sight. So those pesky heroes hiding behind a rock are not safe from you. **One of the only real ranged attacks available to the GSG, and a pretty good one. Useful for harassing heroes in the back of the enemy's army, especially ones that provide annoying command abilities or spells. The Gitz have such good magic that artillery might not be as interesting compared to flinging endless spells around, but reliable artillery is always a good consideration. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#8B0000;">SPIDERFANG</span>=== <div class="mw-collapsible-content"> All Arachnaroks and the Scuttleboss have these rules: * '''Wall Crawler''': During movement phase, the unit can pass through terrain like it was flying. * '''Spider Venom''': When you roll a 6 to hit with a spider mount's Fang attacks, don't make a wound roll and just inflict a mortal wound (D3 for Arachnarok Spiders). <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scuttleboss.pdf Scuttleboss on Gigantic Spider]:''' (100pts) The '''SPIDERFANG''' non-magic hero. Command ability allows a '''SPIDERFANG GROTS''' unit within 18" to reroll charge and hit rolls with their crooked spears. **Only unit that can take the ''Marks Of The Spider God's Favour'' Command Traits. **Combine the Monstrous Mount Command Trait and the Black Fang magic item to potentially deal '''six fucking mortal wounds''' per 6 to hit. Unlikely to happen, but your opponent will be scared shitless of your little 100 point hero. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Webspinner%20Shaman.pdf Webspinner Shaman]:''' (80pts) '''SPIDERFANG''' wizard on foot. Gets a 5+ to ignore wounds and mortal wounds and an exclusive spell that allows a '''SPIDERFANG''' unit within 24" (D3 units if you rolled a 8+ to cast) to run and shoot in the same turn. **On one hand, he’s loads cheaper than most of the other Spiderfang models, but with the mounted version being much more versatile, it’s hard to justify using this footslogger. Maybe if you’re running a mixed list and want a cheap wizard/support hero for your Spider Riders consider him, but even then he’s arguably worse than the Scuttleboss. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Webspinner_Shaman_on_Arachnarok_Spider.pdf Webspinner Shaman on Arachnarok Spider]:''' (280pts) Spider-Wizard on a giant spider. If he is your General all the '''SPIDERFANG''' units within 24" get +2 Bravery, also he gives every other '''SPIDERFANG WIZARD''' within 12" +1 to cast and dispel rolls. Exclusive spell picks a '''SPIDERFANG''' unit within 16" (D3 units if you rolled a 10+ to cast) and doubles the number of Spider Venom wounds they deal in that turn. **Consider putting into a non-spider list and give it the Headdress of Many Eyes and Curse of the Spider God spell. -1 to hit in a 12" bubble is pretty huge on a pie plate model like this, and a -2 to hit him specifically is infuriating for how little you're paying. <big>'''Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Spider_Riders.pdf Spider Riders]:''' (100/540pt, min 5, max 30)''<span style="color:#8B0000;"> Battleline with Spiderfang General.</span>'' ** Your classic Spider God groupies. Now able to hold bows and spears at the same time! **These are your true Light Cavalry. In a non-spiderfang-only list, these are great for harassing a flank or bothering a hero, or maybe just charging up the board to get to the war machines. The biggest difference between the Squig Hopperz and the Spider Riderz is that the Spider Riderz have a ranged attack, potential for mortals, a better armor save, and more reliable movement, but the Squig Hopperz are going to be much faster on average, have real flight instead of the semi-flight spiders get, and two of the Squig attacks have Rend making them slightly more reliable for piercing light to medium armor. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Arachnarok_Spider_with_Spiderfang_Warparty.pdf Arachnarok Spider with Spiderfang Warparty]:''' (220pts) <span style="color:#8B0000;"> Battleline with Spiderfang General.</span> Huge spider covered with people. Loses the ambush ability, but gets 10 shooting attacks and the ability to reroll run and charge rolls, plus dealing D3 mortal wounds on a 2+ roll after charging. Finally giving you a reason to take this over the one with Shaman. <big>'''Behemoths'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Skitterstrand_Arachnarok.pdf Skitterstrand Arachnarok]:''' (200pts) Naked Huge Spider. With no Grot on his back, he is able to begin the game in reserve and pop out at the end of any of your movement phases before the fourth round. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Arachnarok_Spider_with_Flinger.pdf Arachnarok Spider with Flinger]:''' (220pts) Huge spider covered with people and a catapult. 2 less shooty and spear attacks attacks and no reroll+impact damage, but the Flinger itself aims at a unit within 36", rolls a dice and on a 6+ (5+ on a 5+ models unit, 4+ on a 10+ models unit) deals D3 mortal wounds and forces the targeted unit to be the last to attack in the successive combat phase. Great at tripping up large blobs and while not reliable the one time you get this on a big monster might be worth the gamble. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#DDA0DD;">TROGGOTH</span>=== <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Dankhold_Troggboss.pdf Dankhold Troggboss]:''' (250pts) Your Hero option for a Troll solo army. **Gets 4 good melee attacks plus a Crushing Grip (Pick 1 enemy model in range of the attack and roll a dice: if you get equal to or more than that model's wounds characteristic it is dead). *** Always remember that with the Crushing Grip, you pick a ''model'', not just a unit, so keep picking those champions and banner bearers. **An additional ability that allows you to roll a dice for every enemy unit within 3" and deal them a mortal wound if the roll is higher than the number of models in that unit, great for discouraging Heroes from attacking your Trogg. **Regenerates D3 wounds at the beginning of each turn if you roll a 4+ **Ignores effects of spells (Endless ones too) on a 4+ roll. Does not differentiate between friend and foe, though, so don't waste buff spells on him. (The roll to ignore is optional so buff away!!) **Gives +1 Bravery to every {{AOSKeyword|GLOOMSPITE GITZ}} friendly unit within 18", including himself, not that it should ever matter. **His command ability Instinctive Leader allows {{AOSKeyword|TROGGOTHS}} wholly within 18" to reroll every 1 to hit in the Combat phase. With the change to command abilities, this one is a killer. It can stack with All Out attack, and sneaks around a lot of abilities that mess with commands since he is just issuing an order to himself, not the units it is affecting. **Does not benefit from Look Out Sir or Cover due to having more than 10 wounds, truly the worst timeline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Mollog.pdf Mollog]:''' (170pts) Straight outta Shadespire, here comes a [[Derp|midget Troggboss]] with his crew. ** Named Hero. ** Comes with 3 minions that can take wounds for him and give him extra abilities as long as they're on field: The Bat Squig can deal a mortal wound to an enemy unit within 18" on a 5+ roll, the Spiteshroom can give -1 to hit rolls to enemies within 3" in melee on a 5+ roll and the Stalagsquig has a chance of surviving after taking a hit for Mollog (you guessed it, on a 5+ roll). ** His attacks have particular properties: his shooting attack gives -1 to hit rolls to the targeted model (not unit, so be sure to think about at whom he throws the toad) after wounding it, while the melee attacks deals mortal wounds (on a 2+, his attack deals a mortal wound, and it deals D3 mortal wounds on a 4+). **Regeneration, spell immunity and Bravery boost are the same as regular Troggboss. **His damage output is way worse than that of the Troggboss (understandable, he's way cheaper) but his durability is almost the same as a 270 point model! He's one tanky boi. {{anchor|FWHag}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-troggoth-hag.pdf Troggoth Hag (Forgeworld)]:''' (380pts) Hero, Wizard, Monster, money and point sink. **These old flabby ladies are an incredible addition to your band of Trolls. **They have a massive amount of Wounds (16, up from 14 prior to the battletome), a good save and even stronger regen than your average Troggoth **While they are not so hot in melee comparatively, they barf five more times than Fellwater Troggoths and with a range of 10". The only downside compared to Fellwaters is that she hits on 3's while the smaller Troggs get to hit on 2's. Seeing as barfing is a high-Rend, high-damage attack, this makes the lady absolutely terrifying **Her spell is a reverse Mystic Shield that lowers enemy Saves even further and heaps on another To Hit penalty, and is now only 7 to cast. **The lady has a chance of dealing damage to you if you try to go around all the To Hit penalties and just shoot her ass with magic - on a roll of 4+ she deals D3 mortals. **She even heals D6 wounds every hero phase! But doesn't get a bonus to this when under the bad moon. **If you give her the ''Scrapskuttle's Arachnacauldron'' spell, then let it damage her for D3 wounds (which happens at the start of the hero phase), then immediately heal them back with the D6 heal (which can happen any time during the hero phase - so that's always ''after'' you've dealt the damage). Even better, if you are in melee with an enemy unit assign it to them for a free Arcane Bolt! **Not ''Dankhold'' so can't take the Trogg Command Traits or Artefacts. You're restricted to what you can take from the [[Age of Sigmar/Tactics/Realm Of Battle|Realm Of Battle]], which since the 2020 updates are fairly terrible. *** With the update from Glogg's Megamob, the Hag gains access to the Aetherquartz-Studded Hide to help with her survivability. Also, don't forget she has the {{AOSKeyword|FELLWATER}} keyword, so (until an FAQ comes along and squats this) she can respawn in the Loonshrine, ignore spells on a 4+ with the CA. Plus she gets the +1 to regeneration. *** Or you might want to consider giving her Syari Screamersquig in a Squig Hag list. <big>'''Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Rockgut_Troggoths.pdf Rockgut Troggoths]:''' (140pt, min 3, max 12) ''<span style="color:#DDA0DD;">Battleline with Troggboss General.</span>'' **The sturdy ones. **Comes with a 5+ save to negate wounds and mortal wounds if they fail their armour save. **Can throw rocks at stuff (pick a unit within 12" in shooting phase and deal it D3 mortal wounds on a roll that is equal or less to the number of models in <s>it</s> the Trogg unit). That's a guaranteed hit so long as you have six Troggoths in the unit. Also it doesn't count as a shooting attack, so throw it from out of combat, throw it at Heroes, after running or retreating, whatever. **Awesome rend and damage, with a -2 rend and 3 damage a SWING. That being said, they don't have much weight of fire with only two swings a trogg, so the attacks are best used against low model count and high armor targets. **Comparing against the Fellwaters, both have a similar ranger attack - Rockgut have twice the range, but it only really works against larger units; both can regenerate, but the Rockguts are less likely to get hurt in the first place. The Rockguts have fewer attacks but their attacks are more powerful than the Fellwater. Consider the Rockguts for use against stronger battleline, and Fellwater against weak hordes. **DAMN GW, guess you didn't sell enough of these guys. Dropped by 20pts in GHB2019/Errata. Minotaurs be jealous. **Due to their Throwin' Boulder ability, you want to bring at least 6 of these guys in a unit whenever you can. They have 2" range on their melee, which makes them better at fighting in larger units as well. You want to ensure their few, but highly damaging attacks hit, so always have a hero nearby to use All-out Attack or the Troggboss' Instinctive Leader (to give them re-rolls of 1's in the Combat phase). Also try to avoid units with penalties To Hit, as they will REALLY reduce your damage output. **Essentially, if you're considering a full or mostly Trogg army this unit is going to be your Battleline brick as they are well-suited for the role. In a traditional, mixed Gloomspite army they make for a great hammer unit, perfect for smashing the enemy's well-armored units. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Fellwater_Troggoths.pdf Fellwater Troggoths]:''' (150pt, min 3, max 12) ''<span style="color:#DDA0DD;">Battleline with Troggboss General.</span>'' ** The smelly ones. ** Like the FW Hag, have a vomiting range attack, and it's a good one too with -2 rend and d3 damage. However it is very short ranged (6 inches) so you are probably better off shooting the attack in melee to finish whomever your fighting. ** Melee is on par with a Kurnoth Hunter. ** So smelly that opponents get -1 to hit in melee against you. ** On a 4+ in the hero phase heals D3 wounds to help them linger. ** Great for taking shitty hordes and making them useless, a great tarpit for tarpits. The penalty to hit makes most tarpit units lose a lot of damaging power, and the regen makes the Trogs likely to shrug off whatever damage the tarpit did do. Their melee attacks are just good enough to chop down a bunch of light guys as well, having a bunch of medium-damaging attacks with just enough rend to likely deactivate the 6+ save the horde had. **The Troggherd battalion is especially goods for this guys, see how many attacks they do with quality. Every 6 on the wounds rolls (unmodified) is a 3 damage attack. Not perfect for the low rend, but terrifying for hordes. **The -1 To Hit penalty and their high number of attacks with average Rend makes this unit perfect for a skirmisher role. Try to stick to the edges of the battlefield and fight units who don't have a lot of support. Your Terrible Stench will reduce the enemy's effectiveness while the 12 attacks from a minimum-sized unit can easily kill most small, unsupported units, small heroes and warmachines. <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Dankhold_Troggoths.pdf Dankhold Troggoth]:''' (190pt, min 1, max 3) Slightly cheaper version of the new huge Troggoth. **Same as the Trogboss, but for 70 fewer points, you lose 2 wounds, 1 bravery, 1 attack on the club, the command ability to reroll 1s for Troggoths, and the unlocking of Troggoth battline. ***As stated above, if you babysit this unit with a hero Battleshock becomes a non-issue as you can make them auto-pass. A nearby hero can also give them re-rolls of 1's in the Combat phase. Their base size isn't too big, so they don't have that much trouble fighting as a unit either (2" reach helps a lot with this). Also, a unit of 3 Dank Troggs makes for a terrifying Hand of Gork target - whether it's an alpha strike in the first battle round or a cheeky backfield teleport later in the game, no one wants to get charged by these guys. Use this to your advantage if you have a lot of spells. You can easily bait an unbind attempt by trying to teleport these guys. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#D2B48C;">GARGANT</span>=== <div class="mw-collapsible-content"> <big>'''Behemoths'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Aleguzzler_Gargant.pdf Aleguzzler Gargant]:''' (160pts) Good ol' Giant is here. If you roll a double when he charges, he is too drunk to do it and forces the two players to confront dice rolls in order to choose where he will fall down and deal D3 mortal wounds. Same thing when he dies. And when he piles up, you pick the closest enemy model, roll a dice and instantly kill it if the result is the double of that model's wounds. Said that, the giant is a incredibly cheap monster who can deal a ton of damage, with many weapons and one of them have a -3 rend (yes, [[What|the headbutt of a giant hits as hard as Ghal Maraz]]). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Scenery=== <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonshrine.pdf Bad Moon Loonshrine]:''' The main help for your little guys for zero points cost **Before armies are setup, place one of these in your section of the board at least 12inches from enemy territory and more than 1inch from other scenery. **Makes friendly {{AOSKeyword|GLOOMSPITE GITZ}} units within 12" pass Battleshock tests automatically. Whilst amazing, it will only ever have any effect on your own side of the board. **Allows you to attempt to resurrect a unit which has been entirely destroyed on a 4+ roll at the end of each of your turns (every unit can be resurrected only once). ***With standard rules this is only for {{AOSKeyword|SHOOTAS}} or {{AOSKeyword|STABBAS}} ***If your general is {{AOSKeyword|Squig}}, you can ''instead'' replace {{AOSKeyword|Squig herd}}, {{AOSKeyword|Squig Hoppers}} or {{AOSKeyword|Boingrot Bounders}} ***If your general is {{AOSKeyword|Troggoth}}, you can ''instead'' replace {{AOSKeyword|Fellwater Troggoths}} or {{AOSKeyword|Rockgut troggoths}}. ***If your general is {{AOSKeyword|spiderfang}}, you can ''instead'' replace {{AOSKeyword|Spider Riders}}. **With most recent errata a new ability was added. Gloomspite Gitz units count as being in the light of the Bad Moon while they are wholly within 12" of the terrain piece. Meaning you finally have some control on what units are under the moons light on any given turn. **Great LOS blocker for artillery (Squig Hopper). **Restrictions on the type of units you can bring back further reinforce single subfaction lists, rather than glorious soup. **GHB2019 matched play rules state you can no longer place faction scenery on top of an objective, which is a shame. **FAQ states that number of special models in units returned by the Loonshrine should be the number in the original unit halved (rounded up), even if this breaks what is listed on the warscroll. This essentially makes your returned units slightly more powerful than regular ones. ***This works best for anyone recycling MSU Troggoths - that's a 66% resurrection. </div></div>
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