Age of Sigmar/Tactics/Destruction/Gloomspite Gitz: Difference between revisions

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unique characters cannot take relics or command traits.
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**His command ability can be used once per battle and manipulates the Bad Moon movement for a turn, by making it not move or even more twice in the same turn.
**His command ability can be used once per battle and manipulates the Bad Moon movement for a turn, by making it not move or even more twice in the same turn.
**And then there is his spell (CV 8), that is basically an Arcane Bolt that targets single models instead of units... unless you rolled a 10+ to cast it, in which case it will also get the additional ability of ''destroying artifacts of power if the targeted model had one''.
**And then there is his spell (CV 8), that is basically an Arcane Bolt that targets single models instead of units... unless you rolled a 10+ to cast it, in which case it will also get the additional ability of ''destroying artifacts of power if the targeted model had one''.
**Both a Loonboss AND a Wizard, so as General can take either a Blessings Of The Bad Moon or a Gifts Of The Gloomspite. But can only take an artefact from the Troglodytic Treasures (or artefact of the realms).


*'''Loonboss:''' (70pts) Regular dude boss from the front cover of the Battletome with big crescent moon headpiece.
*'''Loonboss:''' (70pts) Regular dude boss from the front cover of the Battletome with big crescent moon headpiece.

Revision as of 20:55, 10 January 2019

The Bad Moon is rising and it's bringing an alliance of Moonclan Grots, Spiderfang Grots and Troggoths with it.

Why Play Gloomspite Gitz

Pros

  • You get Moonclan Grots, Spiderclan Grots, Troggoths and even the old Giant under one roof!
  • New Models for a load of old classics, like Squig Riders and Fanatics!
  • The grots ate so many hallucinogenic mushrooms they think the moon wants them to kill everyone.
  • Want a horde army? Sure! What about an elite army instead? We got that too. All cavalry? You bet! And you can go magic heavy too (or not).
  • Squig Hoppers and Mangler Squigs now count as flying models. Enjoy it - take them out on the aerial battleplans!
  • All Aracknarok variants are now unique units with warscrolls and abilities! With some good abilities also.
  • You get a quasi-summoning mechanic.
  • Multiple ways of getting extra command points.
  • Almost everything wants your Squigs to run and charge in the same turn. Enjoy the vicious red herd of teeth.
  • You want to play as David Bowie in Labyrinth.

Cons

  • We might look like the latest overpowered AOS faction, but we rely a lot on RNGesus.
  • Some of the models are a little old. Good luck in getting the finecast Scuttleboss to hold together.
  • While certainly powerful there are a lot of interconnecting rules and abilities in this army that can be easily forgotten. You need to read and than reread your book.

Rulebooks

The Gloomspite Gitz Battletome has all the Warscrolls, Battations, Allegiance Abilities and Matched Play points.

  • This should be supplemented with the Gloomspite Gitz Errata and Designers' Commentary from the FAQs.
  • Alternatively, warscolls can be found in the WH AoS app.

As with all factions you'll want:

  • The core rules are either downloadable or in the Core Book.
  • Games taking place in a Realm need the Realm of Battle rules from the Core Book.
  • In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
  • Matched play battleplans are split across the Core Book and General's handbook 2018.
  • All books should be supplemented with any updates from the FAQs.

Allegiance Abilities

Your choice of abilities are dependent on your type of Leader they are being given too, with a bucketload of choices for each.

Battle Traits

  • The Bad Moon Rises: At the beginning of the game, you choose one of the corners of the board as the Bad Moon's starting point (if both players use Gloomspite Gitz, roll off to decide who places it). Starting from the second turn, it will start to move. To determinate how much it moves you roll a dice: on a 2+ it moves once, on a 6 it moves twice. Splitting the field in 4 equal sized quadrants, the Bad Moon moves in a straight line towards the opposite corner of the field stopping in the middle of the starting quadrant, in the middle of the field and in the middle of the opposite quadrant. Once it gets to the opposite corner, it's removed from the field and never comes back. So, if you're really unlucky it could be gone at the start of turn 3, giving you a single turn of benefits. With no 1s or 6s, it'll vanish at the start of turn 5, giving you three turns of goodness. Your only way of controlling it is by having Skragrott as your general, and that's only once per battle.
  • Light of the Bad Moon: Units under the Bad Moon's light (AKA: If it's in the middle of a quadrant, it covers only the units in that quadrant; If it's in the middle of the field, everyone; if it's in a corner, nobody)
    • A GLOOMSPITE GITZ GENERAL will generate an additional command point in each battle phase.
    • GLOOMSPITE GITZ WIZARDS get +1 to casting rolls. Every other WIZARD gets -1 instead.
    • MOONCLAN units can reroll every 1 to hit.
    • SPIDERFANG units's Spider Venom ability will activate on a 5+.
    • SQUIG units can run and charge in the same turn.
      • Remember that all Squigs also have the Moonclan keyword.
    • TROGGOTH units can reroll the Rigeneration rolls, or double the result.
    • You can also pick an enemy unit and roll a dice: if the result is equal or less than that unit's number of models it will suffer D3 mortal wounds.

Command Traits

Your General, depending on it's type, gets to choose one trait from the appropriate list.

Blessings Of The Bad Moon (Loonboss Only)

  1. Cunning Plans: At the start of the first battle round, you receive 1 additional command point.
  2. Fight Another Day: Each time this general attacks with its melee weapons, it can make a 2D6" move after all of its attacks have been resolved. If it does so, it must finish the move more than 3" from ennemy units.
  3. Sneaky Stabba: You can re-roll wound rolls for attacks made with melee weapons by this general.
  4. Tough 'n' Leathery: Add 2 to this general's Wounds characteristic.
  5. Dead Shouty: Once per battle round, this general can use a command ability on their warscroll without a command point being spent.
  6. The Clammy Hand : If this general is withing 12" of a Bad Moon Looneshrine at the start of your hero phase, you can use the Bad Moon Loonshrine's "Moonsclan Lair" scenery rule 2 times in that hero phase.

Gifts Of The Gloomspite (Moonclan Wizard Only)

  1. Low Cunning: At the start of the first battle round, you receive 1 additional command point.
  2. Spiteful Git: Roll a dice each time the General suffers a wound (mortal or not). On a 4+ the dealer suffers 1 mortal wound. On a 6, it suffers D3 mortal wounds instead.
  3. Great Shaman: General gets 1 extra spell from the Lore of the Moonclan.
  4. Dodgy Character: Opponents must reroll successful hit rolls against the General.
  5. Boss Shaman: Give the I'm Da Boss, Now Stab 'Em Good! command ability from the Loonboss warscroll.
  6. Loon-Touched: Light of the Bad Moon gives the General +2 to casting rolls.

Marks Of The Spider God's Favour (Scuttleboss Only)

  1. Monstrous Mount: Spider Venom deals double wounds.
  2. Masterful Spider Rider:+4" Move.
  3. Ululating Battle Cry: -1 Bravery to enemy units within 9".
  4. Though 'n' Leathery: +2 Wounds.
  5. Dead Shooty: Once per battle round, you can use a command ability without spending a command point.
  6. Creeping Assault: SPIDERFANGS units within 12" negate enemy cover when attacking.

Fortuitous Trogboss Traits (Dankhold Trogboss Only)

  1. Tough as Rocks: +2 Wounds.
  2. Alpha Trogg: Reassuring Presence gives +2 Bravery.
  3. Loonskin: General is always affected by the Light of the Bad Moon until it reaches the opposite edge of the battlefield.
  4. Pulverising Grip: Can reroll the Crushing Grip.
  5. Mighty Blow: Can reroll the damage characteristic of the general's Boulder Club.
  6. Realmstone-studded Hide: Can reroll the Magic Resistance roll.

Artefacts Of Power

One Hero (plus an additional hero if your taking a battalion), gets to choose an artefact from the appropriate list.

Troglodytic Treasures (Loonboss Only)

  1. Spiteful Prodder: Use in your shooting phases. Pick a unit within 18" from the bearer and roll a number of dices equal to how many GROT units of 5+ models are wholly within 12" from that unit. It suffers D3 mortal wounds for every 5+ roll.
  2. Backstabber's Blade: Pick one of the bearer's weapons. If you roll a 6 to hit with that weapon, the save roll against it always fails.
  3. Loonstone Talisman: 5+ save against mortal wounds.
  4. The Pipes of Doom: -1 Bravery to every enemy unit within 12" from the bearer
  5. The Clammy Cowl: -1 to hit rolls towards the bearer.
  6. Leerin Gitshield: If you roll a 6 to save, opponent takes a mortal wound.

Foetid Fetishes (Madcap Shaman Only)

  1. Spiteshroom Familiar: -1 to be hit by enemy models while they are within 3" of the bearer.
  2. Moonface Mommet: At the beginning of every combat phase, you pick a unit within 12" from the bearer, which gets -1 to save rolls.
  3. Staff of Sneaky Stealin': Bearer gets +1 to casting and unbinding for each enemy WIZARD or Artifact-bearing HERO within 12".

Venomous Valuables (Spiderfang Hero Only)

  1. Totem of the Spider God: For every friendly unit wholly within 12" of the bearer, the Spider Venom ability triggers on 5+ instead of 6.
  2. Headdress of Many Eyes:: -1 to hit rolls against the bearer.
  3. The Black Fang: Upgrade 1 melee weapon of the bearer to deal D3 mortal wounds on a unmodified roll of 6 to hit. If the weapon already deals mortal wounds on a 6 roll, add those D3 mortal wounds to the weapon's.
  4. Nibbla's Itty Ring: Once per battle you can pick an enemy unit within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds.
  5. Earskuttle: Once per battle, you can pick an enemy WIZARD within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds and gets a permanent -1 to casting and unbinding for each mortal wound suffered.
  6. Web-string Cloak: Ennemy units cannot retreat if they are within 3" of the bearer.

Glinty Gubbins That Troggoths Found (Dankhold Trogboss Only)

  1. Shiny Wotnot: Roll a dice for each mortal wound from a spell. On a 6+, the mortal wound is allocated to the caster instead. If the source is an endless spell, negate the mortal wound and dispel the endless spell.
  2. Glowy Howzit: Saves from wounds or mortal wounds on a 4+ roll. If you roll a 1, you can't use it anymore for the rest of the battle.
  3. Pet Gribbly: If an enemy unit attacks the bearer before he was selected to attack, it will suffer D3 mortal wounds after dealing all its attacks.

Spell Lore

Any Gloomspite Wizard, depending on it's type, gets to choose one spell from the appropriate list.

Lore Of The Moonclan (Moonclan Wizard Only)

  1. Vindictive Glare: CV 5. Deal D3 mortal wounds to a unit within 12". Literally a slightly better Arcane Bolt.
  2. Itchy Nuisance: CV 6. Pick an enemy unit within 18". It's forced to fight after everyone else in the next Combat Phase.
  3. The Great Green Spite: CV 7. Pick a GLOOMSPITE GITZ unit within 18" and an enemy unit within 24". If the Gitz are less than 10, the enemy unit suffers a mortal wound; if they're 10-20, the enemy unit suffers D3 mortal wounds; if they're more than 20, the enemy unit suffers D6 mortal wounds.
  4. The Hand of Gork: CV 7. Pick a GLOOMSPITE GITZ unit wholly within 24" and at least 3" away from any enemy unit and warp it away, at least 9" from any enemy unit. The unit can't move in the next movement phase.
  5. Squig Lure: CV 5. Pick D3 SQUIG units visible to the caster and within 18" from him. They can run and charge in the same turn.
  6. Call da Moon: CV 8. Pick an enemy unit visible to the caster and deal D3 mortal wounds to it. It the unit is under the Bad Moon you can reroll for the amount of mortal wounds.

Lore Of The Spiderfangs (Spiderfang Wizard Only)

  1. Deadly Webbings: CV 5. Pick a terrain within 24". Non-SPIDERFANG units will consider it Deadly and Sinister until the next Hero Phase.
  2. Venomous Spiderlings: CV 6. Pick an enemy unit within 12" and roll a dice for every model in it. It suffers a mortal wound for each 6 rolled.
  3. Scuttling Terrors: CV 7. Pick a SPIDERFANG unit within 24". That unit can run and either shoot or charge in the same turn.
  4. Sneaky Distraction: CV 7. All the enemy units within 12" from the caster get -1 to hit rolls until the next Hero Phase.
  5. Curse of da Spider God: CV 7. Pick an enemy unit within 24". Until the next Hero Phase, that unit's hit, wound and save rolls of 1 or 2 will always fail.
  6. Gift of da Spider God: CV 8. Pick a SPIDERFANG MONSTER within 12" and heal D6 wounds from it.

Endless Spells

  • Malevolent Moon: CV 6. Moves 12", flies, deals mortal wounds to units it flew over and gives -1 to casting rolls to not-GLOOMSPITE GITZ WIZARDS within 9" (-2 to those within 3" from it).
  • Mork's Mighty Mushroom: CV 6. Every unit within 8" from it must roll a dice for every model and suffer a number of mortal wounds equal to the number of 5+ rolled. Fantastic way to deny a huge part of the board. Unfortunately, since this works best against hordes, it also denies those parts of the board to you. Use with caution.
  • Scuttletide: CV 7 (+1 to the casting rolls for SPIDERFANG WIZARDS). If any non-SPIDERFANG unit end within 6" from it after a charge movement it will suffer up to 6 mortal wounds on 5+ rolls. Slightly less suicidal form of area denial. Make it really hard for the opponent to reach your shooty gitz while leaving your Spider Riders unobstructed.
  • Scrapskuttle's Arachnacauldron: CV 5. It attaches to the caster, giving him +1 to cast and dispel rolls plus teaching him every Lore of the Moonclan spell, but at the beginning of every Hero phrase it deals D3 mortal wounds to a unit within 3" (including the caster itself of no one else is in the range). As this doesn't say "friendly unit" you can deal the D3 to enemies, use with combat wizards like the Hag or Arachnarok shaman for hilarity.
    • Take note that these Endless Spells aren't bound to what Allegiance you are using, just to the keywords of the caster, so you can use the Cauldron as a way to get access to the spell lore even when you're playing Destruction Allegiance.

Warscrolls

  • All the models have the GLOOMSPITE GITZ keyword. Other common Keywords are MOONCLAN, SPIDERFANG, GROT, SQUIG and TROGGOTH. Aleguzzler Gargants have the ALEGUZZLER and GARGANT keywords, of course.
  • Most SPIDERFANG units (except the Webspinner Shaman on foot) have these rules:
    • Wall Crawler: During movement phase, the unit can pass through terrain like it was flying.
    • Spider Venom: When you roll a 6 to hit with a spider mount's Fang attacks, don't make a wound roll and just inflict a mortal wound (D3 for Arachnarok Spiders).

Leaders

Loonboss

  • Skragrott, The Loonking: (220pts) The Great Poobah of the green weirdos himself and named leader.
    • Goes around with a staff that can both shoot and hit in melee, and if he damages a model with multiple wounds by using it that model will suffer an additional mortal wound at the end of each Battle round.
    • Gets a +4 invulnerable save (includes mortals), a +1 to cast and dispel rolls, and can cast/dispell 2 spells every turn.
    • If he is your General you get D3 extra command points on a 4+ roll at the beginning of each phase.
    • His command ability can be used once per battle and manipulates the Bad Moon movement for a turn, by making it not move or even more twice in the same turn.
    • And then there is his spell (CV 8), that is basically an Arcane Bolt that targets single models instead of units... unless you rolled a 10+ to cast it, in which case it will also get the additional ability of destroying artifacts of power if the targeted model had one.
  • Loonboss: (70pts) Regular dude boss from the front cover of the Battletome with big crescent moon headpiece.
    • Opponents get -1 to hit rolls against him
    • His command ability allows a MOONCLAN GROT unit within 12" (24" if he is the General) to deal mortal wounds in melee if they roll an unmodified 6 to hit.
    • Might seem a little underwhelming....but he is the cheapest hero in the faction.
  • Loonboss with Giant Cave Squig: (100pts) Lesser version of good old Skarsnik. Shooting attacks, a good chunk of melee attacks, -1 to enemy hit rolls against him and a command ability that makes a MOONCLAN GROTS unit within 12" to deal an additional mortal wound in melee for every 6 to wound.
  • Loonboss on Giant Cave Squig: (110pts) The guy who makes your Squigs go on faster. Can reroll every failed hit and wound roll once per battle and command ability gives SQUIGS within 12" +3 movement.
  • Loonboss on Mangler Squigs: (300pts) 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 aforemented 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".

Moonclan Wizard

  • Zarbag: Named Leader pulled in from Warhammer Underworlds. Kinda generic Shaman, but you bring along his Zarbag's Gitz for free.
    • Has a once-per battle that gives him a +2 to casting rolls if he rolls a 2+ before trying to cast a spell
    • Exclusive spell (CV 5) that forces an enemy unit to retreat (or suffer D6 mortal wounds if unable to do the retreat movement)
  • Fungoid Cave-Shaman: The Malign Portents model that turned was a portent of things to come. A bulky wizard.
    • A 4+ invulnerable makes him less squishy that a regular wizard hero.
    • Standard wizard melee attack, but with an additional weapon in the form of the Spore Squig, makes him a little more aggressive than normal wizards.
    • Can cast two spells in the same turn once per battle
    • On a 4+ gets you an additional command point in each hero phase. Traditionally, CPs have been very useful in Grot based armies.
    • Exclusive spell (CV 7) is essentially Arcane Bolt, but it works against any unit within D6.
    • Not a Madcap shaman, so cannot take any of the Gloomspite artefacts of power (you could still give him a realm specific artefact though).
    • Some short range attacks and additional save makes him seem like he should be up near the frontline dealing damage, but only has 4 wounds and you want to keep him alive for that 50% chance of a CP every turn. Maybe best having him supporting a large unit camping on a mid board objective, or keep him on the backline until you no longer need those extra CPs.
  • Madcap Shaman: The sole Gitmob Grot model pulled across into the Gitz (and was their only hero/wizard too). Regular small wizard.
    • Like the Fungoid, he can cast two spells in the same turn once per battle. However, casting the second spell, if the roll is a double (thats a 1 in 6 chance) he gets D3 mortals - and he's only got 4 to start with. Those mortals are dealt after the spell has gone off, so if he does die you still get the effect.
    • Exclusive spell (CV 5) protects an ally within 12" by giving -1 to hit rolls against him in Shooting Phase.

Scuttleboss

  • Scuttleboss on Gigantic Spider: The SPIDERFANG non-magic hero. Command ability allows a SPIDERFANG GROTS unit within 18" to reroll charge and hit rolls with their crooked spears.

Dankhold Troggboss

  • Mollog: Straight outta Shadespire, here comes a 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 haves 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 unit after wounding it, while the melee attack deals mortal wounds (you roll two dice: on a 2+ it's a mortal wound and on a 4+ is D3 mortal wounds).
    • Regeneration, spell immunity and Bravery boost are the same as regular Troggboss.
  • Dankhold Troggboss: Your Hero option for a Troll solo army.
    • Gets 4 good melee attacks plus a Crushing Grip (Pick the closest enemy model and roll a dice: if you get more than that model's wounds is dead).
    • 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.
    • 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.
    • Gives +1 Bravery to every GLOOMSPITE GITZ friendly unit within 18".
    • His command ability allows TROGGOTHS within 18" to reroll every 1 to hit.

Other Leaders

You can take these guys as generals (TBC), but you won't get a special command trait for them (TBC).

  • Webspinner Shaman: SPIDERFANG wizard on foot. Gets a 5+ invulnerable and an exclusive spell that allows a SPIDERFANG unit within 24" (D3 units if you rolled a 8+ to cast) to run and shoot in the same turn.
  • Webspinner Shaman on Arachnarok Spider: Spider-Wizard on a giant spider. If he is your General all the SPIDERFANG units within 24" get +2 Bravery, also he gives every other SPIDERFANG WIZARD within 12" +1 to cast and dispel rolls. Exclusive spell picks a SPIDERFANG unit within 16" (D3 units if you rolled a 10+ to cast) and doubles the number of Spider Venom wounds they deal in that turn.
  • Troggoth Hag (Forgeworld): Hero, Wizard, Monster and money 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 times the damage (needs confirming, probably no longer true) the normal Troggoths do and with higher range. Seeing as their 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.
    • Finally, she even heals D6 wounds every hero phase!
    • 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!

Battleline

  • Stabbas: (130/360pt, min 20, max 60) Unconditional Battleline.
    • Melee grots. Can take either stabbas or pokin' spears (latter haves more range but -1 to hit).
    • Get +1 to wound as long as the unit haves 15+ models (+2 when 30+) and +1 to save as long as there are 10+ models. Can take banners for extra buffs and can take netters to trip up enemy attackers. Very good tarpit when paired with the new bravery boosting abilities of the army.
    • Gong Basher: Only 1 every 20 models. +2 to run rolls for the unit.
    • Standard Bearer: Only 1 every 20 models. Can pick either the Moonclan Flag (+1 Bravery) or the Bad Moon Icon (+1 Save against missile weapons).
    • Netter: Only 3 every 20 models. 3 melee attacks plus -1 to enemy hit rolls in melee.
  • Shootas: (130pt, min 20, max 60) Unconditional Battleline.
    • Shooting Grots. They get +1 to wound in combat in a 15+ models unit, +2 to wound in combat in a 30+ unit. In shooting you get a +1 to hit in squads of 15 or more. They can also take netters. A little odd that most of their unit buffs are for combat even thought they are a shooting unit. Anyways with the right combos they can rain death from afar and make a pretty good tarpit like all grot hordes.
    • Has the same Gong Basher, Standard Bearer and Netter abilities as the Stabbas
  • Squig Herds: (70pt, min 6, max 24) Battleline with Moonclan General (includes all Squig Mounted Generals).
    • Now the herders are part of the unit (at least one every 5 Squigs), and they allow the unit to reroll run and charge. Squigs eat your nearby models when they fail Battleshock, so beware.
  • Squig Hoppers: (90pt, min 5, max 20) Battleline with Squig Mounted General.
    • Regular boingy people. Deal a mortal wound on a 4+ dopo after charging.
  • Spider Riders: (100/540pt, min 5, max 30) Battleline with Spiderfang General.
    • Your classic Spider God groupies. Now able to hold bows and spears at the same time!
  • Fellwater Troggoths: (160pt, min 3, max 12) Battleline with Troggboss General.
    • 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.
  • Rockgut Troggoths: (160pt, min 3, max 12) Battleline with Troggboss General.
    • 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 it). That's a guaranteed hit on anything with more than 5 models!
    • 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 powerfull then the Fellwater.

Other Units

  • Loonsmasha Fanatics: Classic Fanatics. They hide inside any MOONCLAN GROT unit with 5+ models and can come out at the beginning of any charging phase, they always attack first in combat phase and if you roll a double when charging one of them dies and every unit within 1" from them suffers D3 mortal wounds.
  • Sporesplatta Fanatics: New variant of Fanatics, which are not hidden in other units but get some additional abilities, such as blocking the enemy's line of sight (except for Monsters and flying stuff) and giving an extra attack to every MOONCLAN GROT unit within 12".
  • Boingrot Bounderz: Squig Hoppers with spears. Get +1 to wound rolls in the turn they charged.
  • Zarbag's Gitz: A mixed bag of stuff that comes free alongside Zarbag. You get 3 Shootas, a Netter, a Squig Herder with 2 Squigs and a single Loonsmasha Fanatic hidden inside.
  • Sneaky Snufflers: Mushroom-hunting Grots. They can not move in the Movement Phase to search for mushrooms: you roll a dice and if the result is less than the number of models in the unit they find the mushrooms and give them to a MOONCLAN unit within 12", so that each model in that unit gets an extra attack for each melee weapon (if you have multiple Sneaky Snuffler units and want to give more mushrooms to the same unit, that unit gets 2D6 mortal wounds for each additional buff).
  • Gobbapalooza: 5 Unique wizards. Must all be taken together, but each acts as an individual unit. Three of them have a skill known as a Gobbapalooza Know-Wotz, a peculiar buff that can be activated on a 3+ roll during Hero Phase. Each of them starts with a +2 on save rolls on the first round and a +1 on second round, and shooting attacks against them have a -1 to hit as long as they stay within 3" from any MOONCLAN unit with 3+ models. Note: While two of the members have the WIZARD keyword, none of them have the HERO keyword, so they don't count in the point limit for Leaders, cannot be your General, can't take command traits or artefacts and cannot take a spell from the MOONCLAN lore.
    • Shroomancer: The first wizard in the gang. His exclusive spell picks an enemy unit within 8" and gives it -1 to hit and save rolls.
    • Spiker: Three-eyed guy. His Know-Wotz allows a MOONCLAN GROT unit within 18" to reroll every 1 to wound.
    • Boggleye: The second wizard in the gang. His exclusive spell can either pick an allied unit within 12" and make it pass Battleshock tests automatically or pick an enemy unit within 12" and force it to attack after everyone else in Combat Phase.
    • Scaremonger: Masked guy. His Know-Wotz allows a MOONCLAN GROT unit within 18" to reroll run and charge.
    • Brewgit: Brewer guy. His Know-Wotz allows a MOONCLAN GROT HERO within 18" to reroll every hit roll.

Behemoths

  • Mangler Squigs: 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.
  • Dankhold Troggoth: The new huge Troggoth. Same rules as the Troggboss above but without the command ability and a slightly worse statline.
  • Skitterstrand Arachnarok: Naked Huge Spider. With no Grot on his back, he is able to begin the game in reserve and pop out at the end of any of your movement phases before the fourth round.
  • Arachnarok Spider with Spiderfang Warparty: Huge spider covered with people. Loses the ambush ability, but gets 10 shooting attacks and the ability to reroll run and charge rolls, plus dealing D3 mortal wounds on a 2+ roll after charging. Finally giving you a reason to take this over the one with Shaman.
  • Arachnarok Spider with Flinger: Huge spider covered with people and a catapult. 2 less shooty and spear attacks attacks and no reroll+impact damage, but the Flinger itself aims at a unit within 36", rolls a dice and on a 6+ (5+ on a 5+ models unit, 4+ on a 10+ models unit) deals D3 mortal wounds and forces the targeted unit to be the last to attack in the successive combat phase. Great at tripping up large blobs and while not reliable the one time you get this on a big monster might be worth the gamble.
  • Aleguzzler Gargant: Good ol' Giant is here. If you roll a double when he charges, he is too drunk to do it and forces the two players to confront dice rolls in order to choose where he will fall down and deal D3 mortal wounds. Same thing when he dies. And when he piles up, you pick the closest enemy model, roll a dice and istantly kill it if the result is the double of that model's wounds.
  • Bonegrinder Gargant (Forgeworld):Essentially just a bigger and meaner Gargant that has the the chance to just straight eat a model if its wounds is 4 or less. Melee wise his weapons are pretty much just like the Aleguzzler Gargant but doing more damage and he trades the headbutt attack for a ranged attack that does similar damage. At the end of combat he has a chance to inflict d6 mortal wounds on the enemy if you roll equal or less than the units size (so can effect single models like monsters or heroes on a 1). He can pile-in a greater distance than usual and also retains the rule when he dies he has a chance to do mortal wounds. Overall he is basically a bigger and more durable Gargaunt who can dish out way more damage. Though always be cautious as he will be difficult to shield on the battlefield and your opponent will likely try to put him down quickly with everything they got, which can also be a good thing if his job is to be a distraction (though given his cost you should at least try to get him into combat).
  • Colossal Squig (Forgeworld): 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 agianst it and when it dies it explodes into a bunch of smaller squigs. So basically one giant recking ball of death that can move ridicously 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.
  • Squig Gobba (Forgeworld): 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 abiismble movement stats meen 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.

Scenery

  • Bad Moon Loonshrine: The main help for your little guys for zero points cost. Not only does it makes friendly GLOOMSPITE GITZ units within 12" pass Battleshock tests automatically, but allows you to attempt to resurrect a unit of SHOOTAS or STABAS which has been entirely destroyed on a 4+ roll at the end of each of your turns (every unit can be resurrected only once).

Battalions

Gobbapalooza

(110 p) (min/max 350.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)

Skulkmob Horde

(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.

Moonclan Skrap (Superbattalion)

(120 p) (min 1170.pt; no max .pt) 1-3 LOONBOSSES, 0-1 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.

Squig Rider Stampede

(140 p) (min 320.pt; max 1460.pt) 2-3 units of Squig Hoppers or Boingrot Bounderz and 0-1 Mangler Squigs.

Every unit in the Battalion can reroll the movement.

Squigalanche (Superbattalion)

(90 p) (min 760.pt; no max .pt) 1 Loonboss on Giant Cave Squig or Mangler Squigs, 0-3 Loonbosses on Giant Cave Squigs, 1+ Squig Hopper 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.

Arachnorok Spider Cluster

(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.

Skitterstrand Nest

(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.

Spider Rider Skitterswarm

(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.

Spiderfang Stalktribe (Superbattalion)

(110 p) (min 1630.pt; no max .pt) 1 Webspinner Shaman (with or without the Arachnarok Spider), 0-2 Webspinner Shamans, 1-2 Arachnarok Spider Clusters, 2+ Spider Rider Skitterswarms and 0-1 Skitterstrand Nest.

Each model in the Battalion that is within 12" from the Battalion's Webspinner Shaman(s) can reroll every 1 to save. The only "super" battalion

Troggherd

(180 p) (min 960.pt; max 2780.pt) A Dankhold Troggboss, 3-9 units of 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.

Allied Armies

  • Bonesplitterz: Anti-monster units, cavalry with constant movement.
  • Gitmob Grots: better grot shootas, cavalry with constant movement, Artillery.
  • Greenskinz: has better archers, cavalry with constant movement, and a Rogue Idol which improves nearby grot's casting rolls and bravery by 1.


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
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