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===<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%">
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