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==Allied Armies== *'''Bonesplitterz:''' Anti-monster units, cavalry with constant movement. Also pairs aesthetically well with the Spiderfang Grots. *'''Kruleboyz:''' The Marshcrawla Sloggoth is an absolutely amazing ally with a permanent +1 to hit on an extremely forgiving aura range for '''friendly''' units. Doubly nice for Troggoths, where the Sloggoth's aura combines fantastically with the Instinctive Leader command ability of the Troggboss for Troggoth's hitting on 2's, rerolling 1's. Actually makes the Troggoths sound pretty good. **Breakboss on Mirebrute Troggoth is also worth a look. It has the Troggoth keyword, so the Troggbosses Instinctive Leader ability works with it. Combine this with the Marshcrawla +1 to hit aura and Finest Hour and you'll be hitting on 2s rerolling 1s, wounding on 2s, -2 rend, 3 damage on 4 attacks up to 10 if you use the Breakabosses ability that lets you add attacks in exchange for mortal wounds to itself. This isnt even including the riders attacks, who also benefits from all the buffs.Though ultimately his 5 inch move may be to slow, when all the other Troggs have a 6 inch move. **Killaboss on Corpserippa Vulcha is another interesting choice. On paper, he helps solve 3 of the weaknesses that a pure Trogg list has. He's very mobile, with 14inch flying. He's a monster so he counts for 10 on objectives, objective play is something Troggs struggle with. He can give the same command ability twice a turn. Troggs don't have unit champions and they arent elite. They are entirely reliant on your heroes to issue commands to them. Killaboss on Vulture can help with that by issuing All Out Attack or Defense twice. *'''Greenskinz:''' Has better archers, cavalry with constant movement. Sadly the Rogue Idol (which improves nearby grot's casting rolls and bravery by 1) is too expensive at 420 pts. *'''Sons of Behemat:''' Thanks to their mercenary mechanic, you can recruit one of four named Mega-Gargants with unique abilities. **'''Bundo Whalebiter''': A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. **'''One-Eyed Grunnok''': A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6" get -1 to hit if the giant used his jump attacks earlier in the combat phase. **'''Big Drogg Fort-Kicka''': A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+. **'''Brawlsmasha:''' A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12" +1 Bravery. Outclassed by the other three in points and abilities. Basically useless here. Note, Ironjawz can take Gloomspite Gitz allies; whilst Gutbusters can take Troggoths. So you might want to consider those armies allegiance if you want to mix with those factions. {{Age_of_Sigmar_Tactics}}
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