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The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the standard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs + Herders, and as of the new "Gloomspite Gitz" box you can use Sneaky Snufflers. Like always, you’ll be one of the more numerous warbands in the game if you use mostly Grots. Alternatively, you can mix it up and go elite with Squig Riders and Cave Squigs.
The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the standard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs + Herders, and as of the new "Gloomspite Gitz" box you can use Sneaky Snufflers. Like always, you’ll be one of the more numerous warbands in the game if you use mostly Grots. Alternatively, you can mix it up and go elite with Squig Riders and Cave Squigs.
===Pros===
===Pros===
 
*Decent toughness for what should be an easily disposable faction.
*A nice mixture of cheap and elite options makes for a versatile selection of fighters.
*Often times will outnumber enemies.
===Cons===
===Cons===
*Average stats.
*Reliant on their abilities.
*You won’t get much damage out of them unless they’re fighting in packs.


==Abilities Overview==
==Abilities Overview==
* '''[Double] Backstabbing Mob:''' A fighter can use this ability only if there is a visible friendly fighter within 1".  Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All)
* '''[Double] Backstabbing Mob:''' A fighter can use this ability only if there is a visible friendly fighter within 1".  Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All)
**''Ability Commentary''- Arguably your most useful and the one you’ll be relying on the most. It encourages you to keep units close together or traveling in pairs so you can gang up on enemy fighters.


* '''[Double] Barbed Net:''' Pick a visible enemy fighter within 3" and roll a dice.  On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net)
* '''[Double] Barbed Net:''' Pick a visible enemy fighter within 3" and roll a dice.  On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net)
**''Ability Commentary''- The ability to stop a fighter’s movement is a huge deal, especially if that fighter is a leader or a big heavy hitter. It’s worth bringing at least one Stabba with Barbed Net in any list, especially with how cheap they are to begin with.
*'''[Double] Speed of the Spider God''' (Webspinner Shaman): Increase Move for Spider Riders and Scuttleboss.


* '''[Triple] Boing! Boing! Boing!:''' Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1".  They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers)
* '''[Triple] Boing! Boing! Boing!:''' Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1".  They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers)
**''Ability Commentary''- Standard impact damage rule. Though considering the insane reach Squigs provide, this can be nasty if you roll high enough.
*'''[Triple] Spider Bite''' (Spider Riders and Scuttleboss): Roll a number of dice equal to the value of triple, on 1-5 deal 1 damage, on a 6 do 3 damage to an enemy 1" away. Chance to damage an enemy nearby up to 18 damage.


* '''[Triple] Stab 'Em Good:''' Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader)
* '''[Triple] Stab 'Em Good:''' Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader)
**''Ability Commentary''- Similar to “Backstabbing Mob“ above but as an aura emitted by your leader. Most of the time you’re gonna have a Hopper/Bounder Boss be far away from your footslogging Stabbas so this might not be overly useful, but definitely consider it if you’re using the  Moonclan Boss.


* '''[Triple] Go Dat Way!:''' Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder)
* '''[Triple] Go Dat Way!:''' Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder)
**''Ability Commentary''- Squigs are one of our stronger fighters, so giving them an extra move to get closer into attack range is pretty good.
*'''[Triple] Magic Spore Maws''' (Fungoid Cave-Shaman): Area damage to every nearby enemy in 6" range.


* '''[Quad] Sneaky Stab:''' This fighter makes a bonus move action, then they can make a bonus attack action.  In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All)
* '''[Quad] Sneaky Stab:''' This fighter makes a bonus move action, then they can make a bonus attack action.  In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All)
**''Ability Commentary''- This is '''scary''' when given to a Squig Hopper/Boingrot Bounder. If you’re fighting Skaven, Ungors, other Grots, or any other frail infantry, prepare to watch a red blur zip and zap across the battlefield as he decapitates all in his way.
*'''[Quad] I’m Da Boss, Now Stab ‘Em Good!''' (Loonboss): Increases Attack characteristic of all melee fighters by dice value in 6" range.


==Fighter's Overview==
==Fighter's Overview==
===Leader===
===Leader===
'''''Moonclan Boss'''''
====Moonclan Bosses====
your foot guys. Like all grots, they have lower wounds for leaders.
 
'''Moonclan Boss'''
*'''Stats''': Movement 4"; Toughness 4; Wounds 16; 150Pts.
*'''Stats''': Movement 4"; Toughness 4; Wounds 16; 150Pts.
**'''Rule:''' Leader
**'''Rule:''' Leader
**'''Weapons:'''
**'''Weapons:'''
***''Sword''-Range 1"; Attacks 4; Strength 4; Damage 2/4
***''Sword''-Range 1"; Attacks 4; Strength 4; Damage 2/4
**''Fighter Commentary''
**''Fighter Commentary -'' your cheapest leader.
 
'''Loonboss'''
*'''Stats''': Movement 4"; Toughness 4; Wounds 18; 175Pts.
**'''Rule:''' Leader, Champion
**'''Weapons:'''
***''Sword''-Range 2"; Attacks 4; Strength 4; Damage 2/4
**''Fighter Commentary -'' tougher with reach and a great '''''[Quad] I’m Da Boss, Now Stab ‘Em Good!''''' for an extra attack on your goblin hoards.


'''''Squig Hopper Boss'''''
====Squig Bosses====
'''Hopper Boss'''
*'''Stats''': Movement 10"; Toughness 4; Wounds 22; 250Pts.
*'''Stats''': Movement 10"; Toughness 4; Wounds 22; 250Pts.
**'''Rule:''' Leader, Elite, Fly
**'''Rule:''' Leader, Elite, Fly
Line 34: Line 64:
**''Fighter Commentary''
**''Fighter Commentary''


'''''Goingrot Boss'''''
'''Boingrot Boss'''
*'''Stats''': Movement 8"; Toughness 5; Wounds 24; 265Pts.
*'''Stats''': Movement 8"; Toughness 5; Wounds 24; 265Pts.
**'''Rule:''' Leader, Elite, Fly
**'''Rule:''' Leader, Elite, Fly
Line 40: Line 70:
***''Spear''-Range 2"; Attacks 4; Strength 5; Damage 2/5
***''Spear''-Range 2"; Attacks 4; Strength 5; Damage 2/5
**''Fighter Commentary''
**''Fighter Commentary''
'''Loonboss on Giant Cave Squig'''
*'''Stats''': Movement 8"; Toughness 5; Wounds 26; 275Pts.
**'''Rule:''' Leader, Elite, Fly
**'''Weapons:'''
***''Sword''-Range 2"; Attacks 4; Strength 5; Damage 2/5
**''Fighter Commentary''
====Spiderclan Bosses====
'''Spider Rider Boss'''
*'''Stats''': Movement 10"; Toughness 4; Wounds 22; 220Pts.
**'''Rule:''' Leader, Destroyer
**'''Weapons:'''
***''Sword''-Range 2"; Attacks 3; Strength 3; Damage 2/4
***''Range''-Range 3-12"; Attacks 3; Strength 3; Damage 1/3
**''Fighter Commentary''
'''Scuttleboss'''
*'''Stats''': Movement 10"; Toughness 4; Wounds 26; 220Pts.
**'''Rule:''' Leader, Destroyer
**'''Weapons:'''
***''Spear''-Range 2"; Attacks 3; Strength 4; Damage 2/4
**''Fighter Commentary''
====Webspinner Shaman====
*'''Stats''': Movement 4"; Toughness 3; Wounds 16; 150Pts.
**'''Rule:''' Leader, Priest
**'''Weapons:'''
***''Arcane Bolt''-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
***''Staff''-Range 2"; Attacks 3; Strength 3; Damage 1/4
**''Fighter Commentary -''
====Fungoid Cave-Shaman====
*'''Stats''': Movement 4"; Toughness 3; Wounds 18; 175Pts.
**'''Rule:''' Leader, Mystic
**'''Weapons:'''
***''Arcane Bolt''-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
***''Sword''-Range 1"; Attacks 3; Strength 4; Damage 1/4
**''Fighter Commentary -'' Frigile Wizard with the ability to damage enemies close to him? Still fine as the first hero to kind Leader abilities while having range on him.


===Fighter===
===Fighter===
'''''Savage Orruk with Champa and Bone Shield'''''
====Stabba====
*'''Stats''': Movement 4"; Toughness 4; Wounds 15; 90 Pts.
Your rank and file fighter. not that many wounds but you make them extra dangerous with your abilities (Stab ‘Em Good and  Backstabbing Mob).
**'''Rule:''' Leader
 
'''Stabba with Stabba'''
*'''Stats''': Movement 4"; Toughness 4; Wounds 8; 70Pts.
**'''Rule:'''
**'''Weapons:'''
**'''Weapons:'''
***''Sword''-Range 1"; Attacks 3; Strength 3; Damage 1/3
***''Sword''-Range 1"; Attacks 3; Strength 3; Damage 1/3
**''Fighter Commentary -'' decent fighter for price.
'''Stabbers with Pokin'Spear'''
*'''Stats''': Movement 4"; Toughness 4; Wounds 8; 70 Pts.
**'''Rule:'''
**'''Weapons:'''
***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 1/4
**''Fighter Commentary'' Clasic spear fighter and gets extra beinif when getting more attacks with its 4 crit damage.
'''Stabba with Barbed Net'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 8; 45 Pts.
**'''Rule:''' Trapper
**'''Weapons:'''
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 1/2
**''Fighter Commentary'' importnet because of its '''Barbed Net''' to hold enemies in place for your Stabbers.
====Shoota====
*'''Stats''': Movement 4"; Toughness 3; Wounds 8; 65Pts.
**'''Rule:'''
**'''Weapons:'''
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 1/2
***''Ranged''-Range 3-12"; Attacks 2; Strength 3; Damage 1/3
**''Fighter Commentary -'' bows don't benefit from your grot abilities, but a cheap range harassed is something most war bands would like to have.
====Sneaky Snuffler====
*'''Stats''': Movement 4"; Toughness 3; Wounds 15; 85 Pts.
**'''Rule:'''
**'''Weapons:'''
***''Fangs''-Range 1"; Attacks 3; Strength 3; Damage 2/4
**''Fighter Commentary'': Their card was found exclusively in the Gloomspite Gitz box set before the GA: Destruction book came along. Much like in AoS proper, these guys hit surprisingly hard considering their cost. You might not be able to spam them as much as Stabbas but a couple of them can do some serious damage.
====Squig Herder====
*'''Stats''': Movement 4"; Toughness 3; Wounds 8; 45 Pts.
**'''Rule:''' Agile
**'''Weapons:'''
***''Spear''-Range 1"; Attacks 3; Strength 3; Damage 1/2
**''Fighter Commentary''
====Cave Squig====
*'''Stats''': Movement 4"; Toughness 4; Wounds 15; 140 Pts.
**'''Rule:''' Beast
**'''Weapons:'''
***''Fangs''-Range 1"; Attacks 4; Strength 5; Damage 2/4
**''Fighter Commentary''
====Squig Hoppers====
'''Squig Hopper'''
*'''Stats''': Movement 10"; Toughness 4; Wounds 16; 200Pts.
**'''Rule:''' Elite, Fly
**'''Weapons:'''
***''Sword''-Range 1"; Attacks 4; Strength 5; Damage 2/4
**''Fighter Commentary''
'''Boingrot Bounder'''
*'''Stats''': Movement 8"; Toughness 5; Wounds 18; 220Pts.
**'''Rule:''' Elite, Fly
**'''Weapons:'''
***''Spear''-Range 2"; Attacks 3; Strength 5; Damage 2/5
**''Fighter Commentary''
====Spider Rider====
*'''Stats''': Movement 10"; Toughness 4; Wounds 16; 150Pts.
**'''Rule:''' Destroyer
**'''Weapons:'''
***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 1/4
***''Ranged''-Range 2"; Attacks 2; Strength 3; Damage 1/3
**''Fighter Commentary''
**''Fighter Commentary''
==Minions, Thralls, and Allies==
===Gobbapalooza===
'''Boggleye'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 85 Pts.
**'''Runemarks: Ally, Berserker'''
**'''Weapons:'''
***''  ''Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
**'''[Double] Mesmerize:''' Stop an enemy from making a move or disengage action on a 3+.
*''Fighter Commentary'' -
'''Scaremonger'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 20; 85 Pts.
**'''Runemarks: Ally, Terrifying'''
**'''Weapons:'''
***''  ''Fangs - Range 1"; Attacks 4; Strength 3; Damage 1/4
**'''[Triple] Bogeyman Dance:''' Roll a D3 and add up to 3″ of Movement to a nearby friendly fighter.
*''Fighter Commentary'' -
'''Shroomancer'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 85 Pts.
**'''Runemarks: Frenzied, Ally'''
**'''Weapons:'''
***''  ''Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
**'''[Triple] Fungoid Cloud:''' Roll a dice and reduce up to 6 (to a minimum of 1) from the Attack characteristic of an enemy fighter.
*''Fighter Commentary'' -
'''Brewgit'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 85 Pts.
**'''Runemarks: Ally, Bulwark'''
**'''Weapons:'''
***''  ''Dagger - Range 1"; Attacks 4; Strength 3; Damage 1/3
**'''[Double] Loonshrine Potion:''' Roll a D3 and add up to 3 to the attacks to a nearby friendly fighter. This is stackable with other abilities.
*''Fighter Commentary'' -
'''Spiker'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 85 Pts.
**'''Runemarks: Ally, ---'''
**'''Weapons:'''
***''  ''Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
**'''[Double] Poison Brew:''' Roll a D3 and add up to 3 to the Strength of a friendly fighter.
*''Fighter Commentary'' -


==General Tactics==
==General Tactics==


==Minions, Thralls, and Allies==
==Other Helpful Tips==
 
==Example Builds==
* '''Boingrot Boss, 1 Sneaky Snuffler, 2 Stabbas with Barbed Nets, 4 Shootas, and 4 Stabbas'''
* '''Hopper Boss, 1 Stabba with Barbed Net, 2 Squig Hoppers, 2 Sneaky Snufflers, and 2 Shootas'''


{{Warcry Tactics}}
[[Category:Age of Sigmar]]
[[Category:Age of Sigmar]]
[[Category:Warcry]]
[[Category:Warcry]]
[[Category:Warcry/Tactics]]
[[Category:Warcry/Tactics]]

Latest revision as of 16:19, 23 June 2023

Faction Overview[edit | edit source]

The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the standard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs + Herders, and as of the new "Gloomspite Gitz" box you can use Sneaky Snufflers. Like always, you’ll be one of the more numerous warbands in the game if you use mostly Grots. Alternatively, you can mix it up and go elite with Squig Riders and Cave Squigs.

Pros[edit | edit source]

  • Decent toughness for what should be an easily disposable faction.
  • A nice mixture of cheap and elite options makes for a versatile selection of fighters.
  • Often times will outnumber enemies.

Cons[edit | edit source]

  • Average stats.
  • Reliant on their abilities.
  • You won’t get much damage out of them unless they’re fighting in packs.

Abilities Overview[edit | edit source]

  • [Double] Backstabbing Mob: A fighter can use this ability only if there is a visible friendly fighter within 1". Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All)
    • Ability Commentary- Arguably your most useful and the one you’ll be relying on the most. It encourages you to keep units close together or traveling in pairs so you can gang up on enemy fighters.
  • [Double] Barbed Net: Pick a visible enemy fighter within 3" and roll a dice. On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net)
    • Ability Commentary- The ability to stop a fighter’s movement is a huge deal, especially if that fighter is a leader or a big heavy hitter. It’s worth bringing at least one Stabba with Barbed Net in any list, especially with how cheap they are to begin with.
  • [Double] Speed of the Spider God (Webspinner Shaman): Increase Move for Spider Riders and Scuttleboss.
  • [Triple] Boing! Boing! Boing!: Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1". They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers)
    • Ability Commentary- Standard impact damage rule. Though considering the insane reach Squigs provide, this can be nasty if you roll high enough.
  • [Triple] Spider Bite (Spider Riders and Scuttleboss): Roll a number of dice equal to the value of triple, on 1-5 deal 1 damage, on a 6 do 3 damage to an enemy 1" away. Chance to damage an enemy nearby up to 18 damage.
  • [Triple] Stab 'Em Good: Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader)
    • Ability Commentary- Similar to “Backstabbing Mob“ above but as an aura emitted by your leader. Most of the time you’re gonna have a Hopper/Bounder Boss be far away from your footslogging Stabbas so this might not be overly useful, but definitely consider it if you’re using the Moonclan Boss.
  • [Triple] Go Dat Way!: Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder)
    • Ability Commentary- Squigs are one of our stronger fighters, so giving them an extra move to get closer into attack range is pretty good.
  • [Triple] Magic Spore Maws (Fungoid Cave-Shaman): Area damage to every nearby enemy in 6" range.
  • [Quad] Sneaky Stab: This fighter makes a bonus move action, then they can make a bonus attack action. In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All)
    • Ability Commentary- This is scary when given to a Squig Hopper/Boingrot Bounder. If you’re fighting Skaven, Ungors, other Grots, or any other frail infantry, prepare to watch a red blur zip and zap across the battlefield as he decapitates all in his way.
  • [Quad] I’m Da Boss, Now Stab ‘Em Good! (Loonboss): Increases Attack characteristic of all melee fighters by dice value in 6" range.

Fighter's Overview[edit | edit source]

Leader[edit | edit source]

Moonclan Bosses[edit | edit source]

your foot guys. Like all grots, they have lower wounds for leaders.

Moonclan Boss

  • Stats: Movement 4"; Toughness 4; Wounds 16; 150Pts.
    • Rule: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/4
    • Fighter Commentary - your cheapest leader.

Loonboss

  • Stats: Movement 4"; Toughness 4; Wounds 18; 175Pts.
    • Rule: Leader, Champion
    • Weapons:
      • Sword-Range 2"; Attacks 4; Strength 4; Damage 2/4
    • Fighter Commentary - tougher with reach and a great [Quad] I’m Da Boss, Now Stab ‘Em Good! for an extra attack on your goblin hoards.

Squig Bosses[edit | edit source]

Hopper Boss

  • Stats: Movement 10"; Toughness 4; Wounds 22; 250Pts.
    • Rule: Leader, Elite, Fly
    • Weapons:
      • Sword-Range 1"; Attacks 5; Strength 5; Damage 2/4
    • Fighter Commentary

Boingrot Boss

  • Stats: Movement 8"; Toughness 5; Wounds 24; 265Pts.
    • Rule: Leader, Elite, Fly
    • Weapons:
      • Spear-Range 2"; Attacks 4; Strength 5; Damage 2/5
    • Fighter Commentary

Loonboss on Giant Cave Squig

  • Stats: Movement 8"; Toughness 5; Wounds 26; 275Pts.
    • Rule: Leader, Elite, Fly
    • Weapons:
      • Sword-Range 2"; Attacks 4; Strength 5; Damage 2/5
    • Fighter Commentary

Spiderclan Bosses[edit | edit source]

Spider Rider Boss

  • Stats: Movement 10"; Toughness 4; Wounds 22; 220Pts.
    • Rule: Leader, Destroyer
    • Weapons:
      • Sword-Range 2"; Attacks 3; Strength 3; Damage 2/4
      • Range-Range 3-12"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary

Scuttleboss

  • Stats: Movement 10"; Toughness 4; Wounds 26; 220Pts.
    • Rule: Leader, Destroyer
    • Weapons:
      • Spear-Range 2"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary

Webspinner Shaman[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 16; 150Pts.
    • Rule: Leader, Priest
    • Weapons:
      • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Staff-Range 2"; Attacks 3; Strength 3; Damage 1/4
    • Fighter Commentary -

Fungoid Cave-Shaman[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 18; 175Pts.
    • Rule: Leader, Mystic
    • Weapons:
      • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Sword-Range 1"; Attacks 3; Strength 4; Damage 1/4
    • Fighter Commentary - Frigile Wizard with the ability to damage enemies close to him? Still fine as the first hero to kind Leader abilities while having range on him.

Fighter[edit | edit source]

Stabba[edit | edit source]

Your rank and file fighter. not that many wounds but you make them extra dangerous with your abilities (Stab ‘Em Good and Backstabbing Mob).

Stabba with Stabba

  • Stats: Movement 4"; Toughness 4; Wounds 8; 70Pts.
    • Rule:
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary - decent fighter for price.

Stabbers with Pokin'Spear

  • Stats: Movement 4"; Toughness 4; Wounds 8; 70 Pts.
    • Rule:
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
    • Fighter Commentary Clasic spear fighter and gets extra beinif when getting more attacks with its 4 crit damage.

Stabba with Barbed Net

  • Stats: Movement 4"; Toughness 3; Wounds 8; 45 Pts.
    • Rule: Trapper
    • Weapons:
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/2
    • Fighter Commentary importnet because of its Barbed Net to hold enemies in place for your Stabbers.

Shoota[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 8; 65Pts.
    • Rule:
    • Weapons:
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/2
      • Ranged-Range 3-12"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary - bows don't benefit from your grot abilities, but a cheap range harassed is something most war bands would like to have.

Sneaky Snuffler[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 15; 85 Pts.
    • Rule:
    • Weapons:
      • Fangs-Range 1"; Attacks 3; Strength 3; Damage 2/4
    • Fighter Commentary: Their card was found exclusively in the Gloomspite Gitz box set before the GA: Destruction book came along. Much like in AoS proper, these guys hit surprisingly hard considering their cost. You might not be able to spam them as much as Stabbas but a couple of them can do some serious damage.

Squig Herder[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 8; 45 Pts.
    • Rule: Agile
    • Weapons:
      • Spear-Range 1"; Attacks 3; Strength 3; Damage 1/2
    • Fighter Commentary

Cave Squig[edit | edit source]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 140 Pts.
    • Rule: Beast
    • Weapons:
      • Fangs-Range 1"; Attacks 4; Strength 5; Damage 2/4
    • Fighter Commentary

Squig Hoppers[edit | edit source]

Squig Hopper

  • Stats: Movement 10"; Toughness 4; Wounds 16; 200Pts.
    • Rule: Elite, Fly
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 5; Damage 2/4
    • Fighter Commentary

Boingrot Bounder

  • Stats: Movement 8"; Toughness 5; Wounds 18; 220Pts.
    • Rule: Elite, Fly
    • Weapons:
      • Spear-Range 2"; Attacks 3; Strength 5; Damage 2/5
    • Fighter Commentary

Spider Rider[edit | edit source]

  • Stats: Movement 10"; Toughness 4; Wounds 16; 150Pts.
    • Rule: Destroyer
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
      • Ranged-Range 2"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary

Minions, Thralls, and Allies[edit | edit source]

Gobbapalooza[edit | edit source]

Boggleye

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, Berserker
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
    • [Double] Mesmerize: Stop an enemy from making a move or disengage action on a 3+.
  • Fighter Commentary -

Scaremonger

  • Stats: Movement 4"; Toughness 3; Wounds 20; 85 Pts.
    • Runemarks: Ally, Terrifying
    • Weapons:
      • Fangs - Range 1"; Attacks 4; Strength 3; Damage 1/4
    • [Triple] Bogeyman Dance: Roll a D3 and add up to 3″ of Movement to a nearby friendly fighter.
  • Fighter Commentary -

Shroomancer

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Frenzied, Ally
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
    • [Triple] Fungoid Cloud: Roll a dice and reduce up to 6 (to a minimum of 1) from the Attack characteristic of an enemy fighter.
  • Fighter Commentary -

Brewgit

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, Bulwark
    • Weapons:
      • Dagger - Range 1"; Attacks 4; Strength 3; Damage 1/3
    • [Double] Loonshrine Potion: Roll a D3 and add up to 3 to the attacks to a nearby friendly fighter. This is stackable with other abilities.
  • Fighter Commentary -

Spiker

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, ---
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
    • [Double] Poison Brew: Roll a D3 and add up to 3 to the Strength of a friendly fighter.
  • Fighter Commentary -

General Tactics[edit | edit source]

Other Helpful Tips[edit | edit source]

Example Builds[edit | edit source]

  • Boingrot Boss, 1 Sneaky Snuffler, 2 Stabbas with Barbed Nets, 4 Shootas, and 4 Stabbas
  • Hopper Boss, 1 Stabba with Barbed Net, 2 Squig Hoppers, 2 Sneaky Snufflers, and 2 Shootas


Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries