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===<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%">
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