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===Heroes=== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grot-warboss-en.pdf Grot Warboss]''': Can choose between a Moon-cutta and a Git Shield (rerolls every failed save), two Moon-cuttas (rerolls every 1 to hit), a Moon-slicer (less attacks, but D3 damage and Rend -1) or a Moon-prodder and a Giant Cave Squig shooting attacks and tons of more damage in melee, including 4 attacks dealing D3 wounds which become D6 if you roll a 6 to wound). Probably the best option (if you're willing to pay the extra money that is.) In every case, he has the ability to make every 6 rolled by your opponent against him to count as a 1, and he also has the command ability that doubles the damage dealt by a '''MOONCLAN''' unit within 20" when they get a 6 or more in the wound roll. Combine that with the basic Grots ability to get +1 or +2 to their wound rolls when having 20+ or 30+ guys, and you can make them very threatening. :*Something to consider: When used in a Great Moonclan formation and with the bellowing tyrant ability and battle brew artifact, a grot warboss with moon prodda and great cave squid becomes a stick of C4. Pop the abilities and artifact on himself, and his damage goes up to a possible 112 in a single phase due to double damage rolls and extra attacks from the formation. Doubling damage on a great cave squig when the same roll for its attacks pretty much doubles damage already is brutal, and due to battle brew, a 5+ to wound means D6x2 damage with each one that does so. CHOMP! However, the great moonclan battalion is not considered legal by many. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-warboss-cave-squig-en.pdf Grot Warboss on Great Cave Squig]''': Can choose between the Moon-cutta and the Moonclan Stabba: the latter has extra range but -1 to hit compared to the former. He can keep the shield in every case. If he rolls a double when charging, the Squig's attacks deal double damage. His command ability gives to every '''MOONCLAN''' unit within 20" +1 to their Move value and to their run rolls, except for Squig Hoppers who instead get to reroll move and run rolls. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-moonclan-grot-shaman-en.pdf Grot Shaman]''': Nothing special. Before casting a spell you can give him a Madcap Mushroom: on a 2+ he gets a +2 to his casting, otherwise he can't use magic in this turn. His exclusive spell deals D3 mortal wounds on a unit with at least a model within 18" and every unit within 6" from the model you targeted also suffers D3 mortal wounds, this time only after a 4+ roll. '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Fungoid%20Cave%20Shaman.pdf Fungoid Cave Shaman]''' Same characteristics as a Grot Shaman, his spell is slightly different but nothing significant. He gets a goblin version of disgustingly resilient and his command ability can only affect '''GROTS''' and '''ORRUKS''', NOT '''SQUIGS''' which takes away its usefulness. For one turn he can trade his melee attacks for more magic but apart from that he's not much better than the Grot Shaman.
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