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===<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%">
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