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Age of Sigmar/Tactics/Destruction/Gloomspite Gitz
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===General Tactics=== The Gloomspite Gitz are a Synergy faction that relies heavily on buffs, spells, careful positioning, and picking your battles. The vast majority of your army is made up of no-neck chumps too stupid to hold a sword the right way (Squig Hopperz, Stabbaz, Shootaz, Sneaky Snufflerz), and you'll have to counteract that by using them to exhaust the impetus of the enemy while the slightly-competent mooks (Boingrot Bounderz, Troggoths, Spiderfang Riderz) come in and mop up the remainder of the fight. GSG (Gloomspite Gitz) has good hordes, but terrible leadership brings them down significantly. While Death factions can have huge numbers and a fantastic Leadership 10-14, you're likely going to be stuck at leadership 6-7, factoring in the group size bonus. When you're facing the sheer number of lost models that hordes inevitably have, Death can replace the models easily and won't have many run away from a bad leadership failure. You, on the other hand will likely lose half again what you lost in casualties to the battleshock phase unless you're willing to spend an oh-so-precious Command Point to auto-pass the check. This is slightly counteracted by how cheaply we can GET these hordes (130 points for 20 Stabbaz is a pretty great deal even compared to skeletons, and Cave Squigs are the cheapest pile of wounds per points invested in them in the army) and that all we need the tarpit to do is hold the enemy in place for a turn, maybe two, while we get into position to stab them in the back. The first step to bein' a dead kunnin' Loonboss is looking over all your spells, command abilities, and special rules for pretty much everything you're planning on buying. Don't just get Sneaky Snufflerz because they look good, if you're making a whole army of Troggoths then the Snufflerz ability to buff can't be used on them, as it only affects '''MOONCLAN''' models. We recommend you start by picking a rough theme for your army, and building around that. Pick one or two units that you can't play without and decide to focus on making them good. Boingrot Bounderz are great, but to get the most out of them you can back them up with Sneaky Snufflerz, a Loonboss on Mangler Squigz, and/or a Fungoid Cave-Shaman with the Squig Lure spell. An Arachnarok with Spiderfang Shaman on top is a great leader, but his spells are most powerful alongside other Spiderfang models, such as Spider Riderz, a Spiderfang Boss on Giant Spider, or a second Arachnarok. Six Rockgut Troggoths are a hard-hitting unit that only get stronger with the support of a Dankhold Troggboss and a couple Madcap Shamans following them around, casting Arcane Shield on them and Itching Nuisance on their enemies. You don't necessarily have to go balls-deep on a theme by buying nothing but Spiderfang models, but keep in mind that Synergy is a HUGE thing for this army and as such you'll need to support each piece to see it fully reach its potential. Figure out who your General is, because they'll likely help you figure out what you'll have for the rest of your army. A Loonboss ''with'' Giant Cave Squig is a good, cheap general alongside 40-60 basic Grot Stabbaz and Shootaz, but a Loonboss ''on'' Giant Cave Squig will likely be unable to help them the same way as his ability only affects '''SQUIGS'''. Once you've picked a general, it's pretty recommended to follow that up with a nice, cheap wizard (unless you picked Skragrott as your general, in which case, pick MORE wizards!). Wizards can cast spells obviously, but the Lore of the Gloomspite is great for helping smooth out the rough patches in your army, allowing Squigs to run and charge to get where they need to be, forcing a dangerous unit to fight last so you can charge it with multiple small units, or even teleport a dangerous unit into position to disrupt your enemy's gameplan right away. Secondly, Wizards can try and dispell which is extremely helpful against crippling curses or dangerous enhancement spells turning otherwise nonthreatening enemies into grot-cleaving powerhouses. There's a couple basic themes you as an army builder can follow. Of course, you can mix and match to your heart's content, but the Gloomspite Gitz has very tribal synergies. *'''MOONCLAN HORDES:''' The Basic Stabbaz, Shootaz, and Fanatics are a great build-around for the horde player. With huge numbers of models taking up vast areas of board space, the enemy will be hard-pressed to avoid your tarpits, and even less able to kill them all, especially with the free ressurection offered by the Loonshrine. Best lead with a basic '''Grot''' hero such as Skragrott himself, or a Loonboss on foot with or without a Cave Squig companion. Backed up by phenominally cheap heroes such as Madcap Shamans, Loonbosses, and a Gobbapalooza, you can actually make a big block of crummy basic Goblins quite dangerous. **'''MAGIC HEAVY:''' A subset of the basic Moonclan Grot army, this list brings tons of Endless Spells and cheap ass wizards to cast them. Bring the bare necessity of Battleline (Usually basic Stabbaz, but Cave Squigz can do it too) and then go absolutely insane with Fungoid Cave-Shamans, Madcap Shamans, Spiderfang Shamans, Gobbapalooza Boggleyes and Shroomancers, and lead this crew with Skragrott for maximum magic stupidity. At higher points levels you'll be casting more spells than Nagash will, and as soon as the Bad Moon flies over your wizards your magic will become truly oppressive. *'''SPIDERFANG:''' The Spiderfang is a fifty-fifty split of cavalry and monsters, perfect for the player that likes mid-size armies with great mobility and mortal wound potential. Lead with a Spiderfang Shaman atop an Arachnarok aside a handful of Spider Riderz, with a Skitterstrand Arachnarok sitting in the wings to flank from any side. Keep a balance between monsters and troops - It's easy to get too many Arachnaroks and realize that your whole army is five slow monsters. Compound charge with Riderz and Arachnaroks for best results. *'''TROGGOTHS:''' Wait, the Night Goblins can be run as super-elites? You bet they can. A Dankhold Troggboss with the Loonskin Command Ability is a genuinely amazing general, and if you back him up with 9-12 Rockgut and/or Fellwater Troggoths he'll be a truly scary threat. If you have points left over you can expand with a Dankhold Troggoth or two or even a Troggoth Hag if you decide to run Forge World. Your army of cockroaches will never die and you'll simply outlast most opponents. Just don't try and outrun them, you're too slow to keep up. And if you want magic but don’t feel like donating an organ to buy a Hag, a Fungoid and a Madcap Shaman will usually get the job done. Plus you’d have to be a zoggin’ idiot to turn down all those extra CP. *'''SQUIGALANCHE:''' ''THE'' fastest army in the book, make no mistake. Sometimes you'll roll shitty and have movement 3 Squig Hopperz, but honestly that's all part of the fun. Almost everything flies, and it's phenomenally easy to run and charge, you're the Dark Eldar of Age of Sigmar. A Loonboss on Giant Cave Squig or Mangler Squigz is a good start, then back it up with a handful of Cave Squigs to contest objectives, before going all-out with Squig Hopperz, Boingrot Bounderz, and Mangler Squigz. The enemy will dissapear before they even get a a chance to attack back, and you're fast enough to threaten backline wizards and war machines by as early as turn 2. Just try and avoid situations where you have to make Leadership checks, your bravery is terrible. Lastly, here's some basic work-around ideas that have a specific theme and playstyle. Very much memes, but the whole point of the game's to have fun, right? ====Fanatic Bomb==== 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 60 Stabba charge. ====Pie In The Face==== 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. ====Smash them, eat them!(and trick them in a cunning way)==== (this is a personal opinion) an [almost] only troggoth and monsters army. Take 9 rockgut troggoths for being your tarpit and monsters killers, 12 fellwater troggoths in two squad of 6 each for take down light hordes, a troggboss and 2 giants. All of this can be included in the troggherd battalion, getting the "plus-one-damage-at-a-six-to-wound" ability. At last, get a madcap and a fungoid shaman. The madcap unique artefact get a enemy unit within 12" with -1 at the save, while both of them can cast good spells from the lore. Is really easy now. Rockgut eliminated elites (20 sequitors? Eliminated in a turn) the fell water destroy hordes, giants and troggboss go where is necessary to hit even harder and goblins laugh maniacally shouting "JUST AS PLANNED!" while being bastards from behind the trolls.
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