Age of Sigmar/Tactics/Destruction/Gloomspite Gitz

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

Why Play Gloomspite Gitz[edit]


  • 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 Hoppers 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.


  • 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 that can be easily forgotten. You need to read and then reread your book.
  • You're gonna need those extra command points, as you're likely going to have to spam Inspiring Presence every turn to make up for your horrible bravery.
  • Keyword Bingo! It's not immediately clear which abilities and applicable to which units (eg Loonboss with giant cave squig is a SQUIG, whilst Loonboss on giant cave squig is a GROT. And exactly which units have MOONCLAN?). Read carefully.


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.
  • Warscrolls for the FW units are in the Monstrous Arcanum.
  • Alternatively, warscrolls 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[edit]

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[edit]

  • 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 (that's all wizards here, including the Gobbapalooza wizards) get +1 to casting rolls.
    • Every other WIZARD gets -1 to cast.
    • MOONCLAN GROT units (that's Stabbas, Shootas... AND Skragrott, Loonboss, Loonboss with (but not on) giant squig, Madcap Shaman, Zarbag and gits, Fungoid, Sneaky Snufflers, and the Gobbapalooza), can reroll every 1 to hit.
    • SPIDERFANG units's Spider Venom ability will activate on a 5+.
    • SQUIG units (that's Loonboss on(but not with) giant cave, Loonboss on Mangler, Herds, Hoppers, Bounderz, Mangler, Colossal, Gobba) can run and charge in the same turn.
    • TROGGOTH units (includes Mollog & Hag(Designer's Commentary confirms Hag Regeneration is not effected by LotBM, unfortunately.)), can reroll the Regeneration 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.
    • Note that there are no overlaps between Grot, Squig, Spiderfang and Troggoth units.

Command Traits[edit]

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

Blessings Of The Bad Moon[edit]

Loonboss Only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig

  1. Cunning Plans: At the start of the first battle round, you receive 1 additional command point. A single additional command point for the entire game doesn't sound that great - however, remember command points don't spawn until your turn, so if you're going second then this gives you a command point you can spend during that first turn.
  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. (Put this on a loon boss on mangler squig and watch your opponent rage as you destroy his models while he’s unable to attack back.)
  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. Demonstrably worse than Cunning Plans, since both give you an extra Command Ability but this one is only for the general and if he gets killed before you use it, you're outta luck.
  6. The Clammy Hand : If this general is within 12" of a Bad Moon Looneshrine at the start of your hero phase, you can use the Bad Moon Loonshrine's "Moonclan Lairs" scenery rule (AKA the one that resurrects Stabbas and Shootas) 2 times in that hero phase.

Gifts Of The Gloomspite[edit]

Moonclan Wizard Only - Madcap Shaman or Fungoid

  1. Low Cunning: At the start of the first battle round, you receive 1 additional command point. See Cunning Plans above.
  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[edit]

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. Tough '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[edit]

Dankhold Troggoth Hero Only - Dankhold Troggboss or Troggoth Hag

  1. Tough as Rocks: +2 Wounds.
  2. Alpha Trogg: Reassuring Presence gives +2 Bravery instead of +1.
  3. Loonskin: General is always affected by the Light of the Bad Moon until it reaches the opposite edge of the battlefield. So that's both rerolling regeneration rolls AND generating an additional CP per turn.
  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[edit]

One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list.

Troglodytic Treasures[edit]

Loonboss Only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig

  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[edit]

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 Artefact-bearing HERO within 12".

Venomous Valuables[edit]

Spiderfang Hero Only - Scuttleboss, Webspinner Shaman on Arachnarok Spider or Webspinner Shaman

  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[edit]

Dankhold Troggoth Hero Only - Dankhold Troggboss or Troggoth Hag

  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[edit]

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

Lore Of The Moonclan[edit]

Moonclan Wizard Only - Skragrott, Madcap Shaman, Fungoid or Zarbag

  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 Only)[edit]

Spiderfang Wizard Only - Webspinner Shaman on Arachnarok Spider or Webspinner Shaman

  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[edit]

  • Malevolent Moon: (50pts) 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: (80pts) CV 6. Every unit within 8" from it must roll a dice for every model THAT IS WITHIN 8" OF THIS SPELL 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: (30pts) 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: (50pts) 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.


  • All the units have exactly one of the following keywords: GROT, SQUIG, SPIDERFANG, TROGGOTH or GARGANT.
  • Skragrott and all Loonbosses (including the SQUIG Loonbosses) have LOONBOSS.
  • All units with GROT or SQUIG also have MOONCLAN.
  • Loonsmasha Fanatics and Sporesplatta Fanatics are the exception as they have MOONCLAN and none of the other above keywords. This prevents their abilities working on themselves.
  • And every unit has GLOOMSPITE GITZ.



  • 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 to ignore wounds (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 of your hero phases.
    • Also requiring him to be a general, 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 move 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 artefacts of power if the targeted model had one. That 10+ is essentially a 9+ due to the +1 to cast. Give him the Cauldron (he can shrug off those mortals on a 4+) and put him under the bad moon, you now only need a 7+ (a 58% chance)!
  • 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 wound.
    • Cheapest hero in the faction.
  • Loonboss with Giant Cave Squig: (100pts) The good old Skarsnik model reborn as a Loonboss.
    • Exactly the same abilities as the Loonboss, but for those 30 extra points you get better attacking and opens up battleline options.
    • His weapon has similar melee attacks as the Loonboss, but also has a 14inch shooting attack with D6 attacks.
    • The Squig adds another bunch of attacks.
    • Sadly in finecast and no official round base size yet until GW publishes the FAQ.
    • FAQ states this counts as a Squig Mounted, allowing Squig Hoppers as battleline when you take this guy as your General.
  • Madcap Shaman: (80pts) 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.
    • Four different models exist for this guy. There is the Madcap Shamans two pack, the Madcap Shaman that used to be sold as a Gitmob Grots Grot Shaman, and the shaman from the Forgeworld Night Goblin Command Set.
  • Zarbag: (160pts) 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)
    • Is a Madcap Shaman, so can take an Artefact from the Foetid Fetishes Zarbag is a named character, and thus can't take any Artefacts.
  • Fungoid Cave-Shaman: (90pts) The Malign Portents model that turned was a portent of things to come. A bulky wizard.
    • A 4+ to ignore wounds and mortal wounds 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.
    • If you just want to maximise commands points per turn, consider two Fungoids over Skragrott. For 40 points less, you get 75% chance of at least 1CP and 25% chance of 2CP, compared to 50% chance of at least 1CP, 33% chance of at least 2CPs and 16.6% chance of 3CPs. Plus, if a Fungoid gets sniped, you still have the other still alive still giving 50% chance each turn. However, you do loose all the other goodies Skragrott brings.
    • Note, not a Madcap Shaman.


  • Stabbas: (130/360pt, min 20, max 60) Unconditional Battleline.
    • Melee grots. Can take either stabbas or pokin' spears (latter has more range but -1 to hit).
    • Get +1 to wound as long as the unit has 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.
    • Stabbas are better for units of 20, spears for units of 60. Remember though that unit of 60 comes back as a unit of 30.
  • 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
    • Despite not being sold anymore, Gitmob Grots with Bows is a better way to add bows in your army if you wanted a horde of archer grots. Unless you just want a battleline filler.

Other Units[edit]

  • 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: (70 pt, min 6, max 18) Mushroom-hunting Grots.
    • Instead of moving, They can 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.
    • With the FAQ, unit size went from 5 max 15, to 6 max 18. That means the buff is guaranteed to go off with an undamaged minimum unit.
  • Gobbapalooza: (240pts) 5 Unique non-Heros. Must all be taken together, but each acts as an individual unit.
    • Two are wizards whilst the other three have a skill known as a Gobbapalooza Know-Wotz, a peculiar MOONCLAN GROT buff that can be activated on a 3+ roll during Hero Phase.
    • 6+ save, but they get +2 on the first round and a +1 on the second round.
    • Shooting attacks against them have a -1 to hit as long as they stay within 3" from any MOONCLAN unit with 3+ models.
    • Whilst 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. The Arachnacauldron could come in use here, but with only 3 or 4 wounds, don't expect your wizard to last long.
    • Individually very cheap (48pts). But the three Know-Wotz guys are only of use to MOONCLAN. So for pure Squig/Trog/Spider lists consider them as two wizards for 120pts each plus free chaff. (Technically, the Spiker and Scaremonger can buff themselves/other Gobbapalooza, but it's not going to be of much use).
    • Shroomancer: The one on a mushroom
      • Wizard. Spell (CV5) picks an enemy unit within 8" and gives it -1 to hit and save rolls.
    • Boggleye: The one with big eyes and a smoking staff
      • Wizard. Spell (CV6) picks 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.
    • Spiker: The one with many legs
      • His Know-Wotz allows a MOONCLAN GROT unit within 18" to reroll every 1 to wound.
    • Scaremonger: Masked guy atop a skull
      • His Know-Wotz allows a MOONCLAN GROT unit within 18" to reroll run and charge.
      • Has the best attack profile of the bunch with 4 attacks at rend -1, damage D3.
    • Brewgit: Guy underneath a bubbling cauldron.
      • His Know-Wotz allows a MOONCLAN GROT HERO within 18" to reroll every hit roll.


Other Units[edit]

  • Loonsmasha Fanatics: (140pt, min 5, max 15) 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: (120pt, min 5, max 15) 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".
    • Note their buff lasts until the next hero phase. So even if your enemy shoots them off the board, your grots will still be buffed in that round's combat. Also remember that they don't have the GROT keyword and so don't benefit from their own attacks buff.



  • 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
    • Command ability gives SQUIGS within 12" +3 movement.
    • Sadly, also in finecast.
  • 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 aforementioned 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".


  • 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 for every 5 Squigs), and they allow the unit to reroll run and charge. For each squig that fails its battle shock it will deal a mortal wound on an 4+ to the nearest other unit within 6", so beware.
  • Squig Hoppers: (90pt, min 5, max 20) Battleline with Squig Mounted General.
    • Regular boingy people. Deal a mortal wound on a 4+ when they move over a unit.
      • Suprisingly decent character assassins: try marching a full unit of these single-file over a model.

Other Units[edit]

  • Boingrot Bounderz: (100pt, min 5, max 15) Squig Hoppers that sacrifice speed for defence and offense.
    • On a charge, deals a mortal wounds on the charge on a 4+, and gains +1 to wound with their spears.
    • 2 attacks of +4/+4 attacks with rend! -1/1 By far the best unit per points cost in the whole faction. Expect some point rises in the next Generals Handbook.


  • Mangler Squigs: (240pts) 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.
  • Colossal Squig (Forgeworld): (300pts) 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 wrecking 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): (160pts) 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 abysmal movement stats mean 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.


All Arachnaroks and the Scuttleboss 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).


  • Scuttleboss on Gigantic Spider: (100pts) The SPIDERFANG non-magic hero. Command ability allows a SPIDERFANG GROTS unit within 18" to reroll charge and hit rolls with their crooked spears.
    • Only unit that can take the Marks Of The Spider God's Favour Command Traits.
  • Webspinner Shaman: (80pts) SPIDERFANG wizard on foot. Gets a 5+ to ignore wounds and mortal wounds 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: (300pts) 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.
    • Consider putting into a non-spider list and give it the Headdress of Many Eyes and Curse of the Spider God spell.


  • 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!


  • Skitterstrand Arachnarok: (240pts) 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: (250pts) 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: (270pts) 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.



  • Dankhold Troggboss: (300pts) 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).
      • Always remember that with the Crushing Grip, you pick a model, not just a unit, so keep picking those champions and banner bearers.
    • 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, great for discouraging Heroes from attacking your Trogg.
    • 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. Does not differentiate between friend and foe, though, so don't waste buff spells on him. (The roll to ignore is optional so buff away!!)
    • Gives +1 Bravery to every GLOOMSPITE GITZ friendly unit within 18", including himself, not that it should ever matter.
    • His command ability allows TROGGOTHS within 18" to reroll every 1 to hit.
    • Despite his size and stats, is not a monster/behemoth, so doesn't degrade as he gets wounded and benefits from both look out sir and cover.
  • Mollog: (170pts) 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 attacks deals mortal wounds (on a 2+, his attack deals a mortal wound, and it deals D3 mortal wounds on a 4+).
    • Regeneration, spell immunity and Bravery boost are the same as regular Troggboss.
  • Troggoth Hag (Forgeworld): (380pts) 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!
    • Not Dankhold so can't take the Trogg Command Traits or Artefacts.


  • 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 the Trogg unit). That's a guaranteed hit so long as you have six Troggoths in the unit. Also it doesn't count as a shooting attack, so throw it from out of combat, throw it at Heroes, after running or retreating, whatever.
    • 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 powerful than the Fellwater. Consider the Rockguts for use against stronger battleline, and Fellwater against weak hordes.
  • 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.

Other Units[edit]

  • Dankhold Troggoth: (220pt, min 1, max 3) Slightly cheaper version of the new huge Troggoth.
    • Same as the Trogboss, but for 80 fewer points, you lose 2 wounds, 1 bravery, 1 attack on the club, the command ability to reroll 1s for Troggoths, and the unlocking of Troggoth battline.
    • You do gain the ability to take as a unit of up to 3. That's a trap, though. You do NOT want to run the risk of losing a 220 points model to Battleshock. If your army is generating lots of command points then that might not be an issue.



  • Aleguzzler Gargant: (160pts) 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): (400pts) 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).


  • Bad Moon Loonshrine: The main help for your little guys for zero points cost
    • Before armies are setup, place one of these in your section of the board at least 12inches from enemy territory and more than 1inch from other scenery.
    • Makes friendly GLOOMSPITE GITZ units within 12" pass Battleshock tests automatically. Whilst amazing, it will only every have any effect on your own side of the board.
    • 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).
    • Great LOS blocker for artillery (Squig Hopper).
    • Less useful for pure Squig/Troggoth/Spiderfang lists due to lack of resurrection. But there is no reason to ever not take it.
    • Nothing saying you can't place this on top of an objective. It's pure size might then make it impossible for anyone to take that objective, which would be amazing for plans like Battle For The Pass where the enemy gets many points for capturing the objective on your side.
    • FAQ states that number of special models in units returned by the Loonshrine should be the number in the original unit halved (rounded up), even if this breaks what is listed on the warscroll. This essentially makes your returned units slightly more powerful than regular ones.



(110 p) (min/max 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)

Skulkmob Horde[edit]

(160 p) (min; 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)[edit]

(120 p) (min; 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[edit]

(140 p) (min; max 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)[edit]

(90 p) (min; 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.
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.

Arachnorok Spider Cluster[edit]

(100 p) (min; max 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[edit]

(110 p) (min; max 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[edit]

(120 p) (min; no max .pt) 0-1 Scuttleboss on Giant Spider and 3+ units of Spider Riders.

+2" movement to every Battalion member.

Spiderfang Stalktribe (Superbattalion)[edit]

(110 p) (min; 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 12" from the Battalion's Webspinner Shaman(s) can reroll every 1 to save.


(180 p) (min; max 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.


Fanatic Bomb[edit]

Thanks to The Honest Wargamer for this one. Goodbye to your friends and may the Dank rule all! Use Hand of Gork to teleport 60 Grots 9.1" away from the opponent. Release your 15 Fanatics 6.1" away. Be very cunnin' & sneaky to cast Chronomantic Cogs. Congratulations, your opponent now has to deal with a guaranteed charge of 15 Fanatics and a potentially a solid charge from 60 Stabbas. This is so going to be FAQd.

Pie In The Face[edit]

From Warhammer Weekly. Go Grand Alliance Destruction. Take Spiderfang Stalktribe with three Skitterstrands (setup offboard) and a Scuttleboss. Take Gordrakk. Take a wizard and cogs. Then take whatever else to fill your points, trying to keep within Spiderfang Stalktribe. Take first turn due to low number of drops. Cast Cogs and set to +2 for the charge. Move Gordrakk forwards. Setup Arachnaroks 9inch from the enemy - this gives them a +3 for the charge. Activate Voice of Gork on them for a 3 dice charge (as well as +2 attacks). Ensure the Scuttleboss is nearby so you can reroll the charge. Now CHARGE for total of +5, three dice and a reroll on the Arachnaroks and a plain +2 on Gordrakk.

  • Sadly you can't use Scuttling Terrors spell as the Skitterstrand are not on the board at that point.
  • Named so because you have 4 units on 160mm pie dishes all alphastriking.
  • More for the lols than optimal.

Allied Armies[edit]

  • 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