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==Battalions== Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#CCCC00;">MOONCLAN</span>=== <div class="mw-collapsible-content"> <big>{{color|#9400D3|Gobbapalooza}}</big> '''(110 p) (min/max 290.pt)''' ''All 5 Gobbapalooza.'' :Each member of the Battalion gets +1 to casting and to activate their Gobbapalooza Know-Wotz ability when within 8" from at least one of the others. Slightly odd battalion as you have to take all Gobbapalooza together anyway. (Lets you deploy them as a 1 drop rather than as 5, not to mention the Artefact/CP for 110 more points) :*A minor note, you can use the Shroomancer and Boggleye to cast endless spells while standing next to each other for the +1 to cast, but this is probably still too expensive for what you're getting. <big>{{color|#9400D3|Skulkmob Horde}}</big> '''(160 p) (min 910.pt; no max .pt)''' ''3+ units of Stabbas or Shootas and 3 units of Loonsmasha/Sporesplatta Fanatics.'' :Once per battle, when using the Bad Moon Loonshrine ability to respawn a unit of Stabbas or Shootas from this battalion, you can respawn it with all the models instead of only half of them. :*Expensive. The effect you're getting is very good, but at minimum sizes Stabbas and to a lesser extent Shootas aren't very effective, so you're looking to probably bump up any Stabba units in here to at least 40, maybe 60, and that tacks on a lot of additional cost. At 2k points this can work, but the effect only brings back more gobbos and has no benefit to the fanatics. How often are 60 Stabbas going to die early enough that bringing back all 60 is a massive benefit? <big>{{color|#9400D3|Moonclan Skrap (Superbattalion)}}</big> '''(120 p) (min 1170.pt; no max .pt)''' ''1-3 {{AOSKeyword|LOONBOSSES}}, 0-1 {{AOSKeyword|MOONCLAN WIZARDS}}, 0-1 Gobbapalooza, 1-3 units of Sneaky Snufflers, 0-2 Squig Herds, 1+ Skulkmob Hordes and 0-3 Squig Rider Stampedes.'' :Every unit in the Battalion passes automatically Battleshock tests when under the Light of the Bad Moon. :*Just like the Skulkmob Horde, this is really expensive. At least you can fit your heroes and wizards under it, and likely all your squig support too, making this better for a one-and-done drop army. The effect is amazing, but you're still looking at upwards of 2500+ points for anything except minimum sizes. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#FF0000;">MOONCLAN SQUIG</span>=== <div class="mw-collapsible-content"> <big>{{color|#FF0000|Squig Rider Stampede}}</big> '''(140 p) (min 320.pt; max 1280.pt)''' ''2-3 units of Squig Hoppers or Boingrot Bounderz and 0-1 Mangler Squigs.'' :Every unit in the Battalion can reroll the movement. Friendly reminder if you rely on this battalion bonus you could probably just use the Jaws of Mork subfaction and get it army wide for free. :*If you're running Squig Hopperz or Boingrot Bounderz in any serious capacity, this is great. Sadly only takes a regular Mangler Squig and not the Loonboss version. Makes your unreliable Cavalry faster for a pretty competitive cost. :*Remember that each Hopper box comes with 10 of the guys, meaning just from that you got the minimum requirements for this battalion. <big>{{color|#FF0000|Moon-Jumper Stampede}}</big> '''(140 p) (min 320.pt; max 1280.pt)''' ''2-3 units of {{AOSKeyword|Jaws of mork}} Squig Hoppers or {{AOSKeyword|Jaws of mork}} Boingrot Bounderz and 0-1 {{AOSKeyword|Jaws of mork}} Mangler Squigs.'' :Same requirement and cost as Squig Rider Stampede, but for Jaws Of Mork. :*Instead of rerolling movement (you already get this as an allegiance ability) you get +1 damage to your squig's jaw attacks on the charge. WOW. <big>{{color|#FF0000|Squigalanche (Superbattalion)}}</big> '''(90 p) (min 760.pt; no max .pt)''' ''1 Loonboss on Giant Cave Squig or Loonboss on Mangler Squigs, 0-3 Loonbosses on Giant Cave Squigs, 1+ Squig Rider Stampedes, 1-3 Mangler Squigs and 0-2 Squig Herds.'' :When under the Light of the Bad Moon, each model in the Battalion can attack units within 6" in combat phase and do a 6" pileup. :*If you want to one drop this, then you have to take Loonboss on Mangler Squig or the Loonboss with/on Giant Cave Squig as general in order to fulfil battleline. :*This is another strong battalion power, but is expensive, again. You're spending 230 points on just battalions, and due to the way the Squigalanche works, you can't have your Mangler Squigs Boss who's leading the 'Lanche also be in the Squig Rider Stampede. That being said, the ability to pile in 6" can make auto charges possible, which is great especially for Cave Squigs and Squig Hopperz as they have no bonuses to charge. <big>{{color|#FF0000|Moon-Biter Squigalanche (Superbattalion)}}</big> '''(90 p) (min 760.pt; no max .pt)''' ''1 {{AOSKeyword|Jaws of mork}} Loonboss on Giant Cave Squig or {{AOSKeyword|Jaws of mork}} Loonboss on Mangler Squigs, 0-3 {{AOSKeyword|Jaws of mork}} Loonbosses on Giant Cave Squigs, 1+ Moon-Jumper Stampedes, 1-3 {{AOSKeyword|Jaws of mork}} Mangler Squigs and 0-2 {{AOSKeyword|Jaws of mork}} Squig Herds.'' :Same requirement and cost as the standard Squigalanche, but for Jaws Of Mork. :*Instead of moving under the Bad Moon, one time usage after setup, D3 units can move 6". Kind of meh, but allows reliable turn 1 charges on boards with 18" no-man's-land. While the bonus is not as game-changing as the generic Squigalanch, it also does not require the light of the bad-moon to trigger. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#8B0000;">SPIDERFANG</span>=== <div class="mw-collapsible-content"> <big>{{color|#8B0000|Arachnorok Spider Cluster}}</big> '''(100 p) (min 600.pt; max 1440.pt)''' ''2-4 Arachnarok Spiders with Spiderfang Warparty or Flinger and 0-1 Skitterstrand Arachnarok.'' :Each member of the Battalion can reroll every 1 to hit when within 6" from another of them. :*The Monster Mash battalion. A good battalion with a good benefit for good, cheap monsters. The only real downside is you can't fit Shaman-backed Arachnaroks in there, which makes it a little tough to squeeze all your battleline and heroes in a list with all this. <big>{{color|#8B0000|Skitterstrand Nest}}</big> '''(110 p) (min 630.pt; max 890.pt)''' ''2-3 Skitterstrand Arachnaroks.'' : +1 to charge rolls to each model for each of them that came on the battlefield in the current turn. :*Very good. Bring 3 Skitterstrands, have all of them deep strike, and get +3 to charge, making your opponent very sad. Only downside is that to run this you've got to buy, assemble, and paint two to three arachnaroks. :*(also their bases and models aren't that little, so find a way to put all three of them in vharge distance can be really difficult sometime. ) <big>{{color|#8B0000|Spider Rider Skitterswarm}}</big> '''(120 p) (min 420.pt; no max .pt)''' ''0-1 Scuttleboss on Giant Spider and 3+ units of Spider Riders.'' :+2" movement to every Battalion member. :*Solid. What else is there to say? For the price of 6 Spider Riders you can turn all of your Spider Riders into extra fast zoomy boys. <big>{{color|#8B0000|Spiderfang Stalktribe (Superbattalion)}}</big> '''(110 p) (min 1180.pt; no max .pt)''' ''1 Webspinner Shaman (with or without the Arachnarok Spider), 0-2 Webspinner Shamans, 1-2 Arachnarok Spider Clusters, 1+ Spider Rider Skitterswarms and 0-1 Skitterstrand Nest.'' :Each model in the Battalion that is within 24" from the Battalion's Webspinner Shaman(s) can reroll every 1 to save. :*Great for a superbattalion, the effect is maximized with the giant base size of the Shaman on Arachnarok, making your whole army a little more survivable. Especially good if you have a second Arachnarok shaman or even another Spiderfang Shaman on foot. If you're running a 2k or 2.5k list of Spiderfang, this is definitely a great battalion to consider. All that being said, there's a ''lot'' of Arachnaroks in this battalion, and you'll probably start hitting the Behemoth cap, meaning that fitting Spiderfang Arachnaroks in your list can get tough. :There is no Grimscuttle version of this battalion. <big>{{color|#8B0000|Grimscuttle Spider Cluster}}</big> '''(140 p) (min ?.pt; max ?.pt)''' ''2-4 {{AOSKeyword|Grimscuttle}} Arachnaroks.'' :+30 on the Skitterstrand Nest and no restrictions on the type of Arachnaroks you're taking - you can include the Shaman Arachnarok and multiple basic Arachnaroks! :Instead of rerolling, you get +1 to melee hit rolls for units within the battalion. :*Now that is decent. While this won't affect your spider venom ability, unlike the regular Spider Cluster, it'll allow for more attacks in general to make it through. <big>{{color|#8B0000|Grimscuttle Nest}}</big> '''(140 p) (min 630.pt; max 890.pt)''' ''2-3 {{AOSKeyword|Grimscuttle}} Skitterstrand Arachnaroks.'' :+30 on the regular nest : Instead of the +1 to charge rolls, instead of making normal moves, they can teleport all the way across the battlefield and end up 9" away from any enemy units. :*Being able to "nothing personal, kid" is pretty cool, although with their inherent deepstriking, its kinda redundant. In comparison, the +1 to charge from the regular Skitterstrand Nest makes it difficult to take this, with a higher chance of the giant spiders making their charge, while a Skitterstrand from this battalion would always be charging from 9", if you chose to do their special move. Hard pass on this one. <big>{{color|#8B0000|Grimscuttle Skitterswarm}}</big> '''(140 p) (min ?.pt; no max .pt)''' ''0-1 {{AOSKeyword|Grimscuttle}} Scuttleboss on Giant Spider or {{AOSKeyword|Grimscuttle}} Webspinner Shaman and 3+ units of {{AOSKeyword|Grimscuttle}} Spider Riders.'' :+20 points on the standard Skitterswarm, plus you can use a Webspinner Shaman instead of the Scuttleboss. :Instead of better movement, Before the first battle round, but after you know whose going first, you can put into reserve D3 units from this battalion and bring them out at the end of your first movement phase, 6" from battlefield edge and 9" from enemies. :*You'll have to justify bringing this. The fact that you're not guaranteed all of the units in this battalion from outflanking makes it difficult to bring, but you get the benefit of saving at least one unit within it from being killed early on, if you go second. Defensively, its not bad, but if you're in the market for mobility, take the regular Skitterswarm. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#DDA0DD;">TROGGOTH</span>=== <div class="mw-collapsible-content"> <big>{{color|#DDA0DD|Troggherd}}</big> '''(170 p) (min 840.pt; max 6140.pt)''' ''A Dankhold Troggboss, 3-9 units of Dankhold/Fellwater/Rockgut Troggoths and 0-2 Aleguzzler Gargants.'' :Every time a model in the Battalion makes an unmodified 6 to wound roll, that attack deals one extra damage. The only Trogg battalion, and it seems a little pricey for what you get. :*Can't include Mollog or the Hag. :*No options to include a second hero to take that second artefact, which makes a true one drop Troggoth army expensive. :*Probably not worth it. Your heroes are already expensive and an extra artefact might be nice, but you might be better off spending the 180 points on two Fungoid Cave-Shamans and have not only more command points, but better magic support as well. :*If you are bringing this battalion, Fellwater Troggoths are the best for it because they have the highest number of attacks. Second place goes to Aleguzzler Gargants, although they are unreliable (3D6 attacks when healthy and decreasing, and they sometimes fall over when making charges). Big blocks of Rockgut Troggoths get some benefit, as do Dankholds and lastly the Troggboss gets a bit better too. If you're bringing a lot of Fellwaters, like Aleguzzler Gargants or you're looking to reduce your drops, the battalion can be worth it. In other cases you could spend 180 points on better things as stated above. <big>{{color|#DDA0DD|Stomping Megamob}}</big> '''(160 p) (min 820.pt; max 6120.pt)''' ''A {{AOSKeyword|Glogg's Megamob}} Dankhold Troggboss, 3-9 units of {{AOSKeyword|Glogg's Megamob}} Dankhold/Fellwater/Rockgut Troggoths and 0-2 {{AOSKeyword|Glogg's Megamob}} Aleguzzler Gargants.'' :Same composition as the Troggherd, except slightly cheaper, and for Glogg's Megamob units. :*Units can retreat and still shoot/charge later in the turn. Amazing! </div></div>
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