Warcry/Tactics/Gloomspite Gitz
Faction Overview
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
- 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
- Average stats.
- Reliant on their abilities.
- You won’t get much damage out of them unless they’re fighting in packs.
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)
- 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.
- [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] 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 a 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.
- [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 blue zip and zap across the battlefield as he decapitates all in his way.
Fighter's Overview
Leader
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
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
Fighter
Stabba
- Stats: Movement 4"; Toughness 4; Wounds 8; 70Pts.
- Rule:
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
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
Stabbers with Pokin'Spear
- Stats: Movement 4"; Toughness 3; Wounds 8; 70 Pts.
- Rule:
- Weapons:
- Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
- Fighter Commentary
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
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 is found exclusively in the Gloomspite Gitz box set.
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 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
Minions, Thralls, and Allies
General Tactics
Other Helpful Tips
Example Builds
- Boingrot Boss, 1 Sneaky Snuffler, 2 Stabbas with Barbed Nets, 4 Shootas, and 4 Stabbas
Warcry Tactics | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |