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  • Hit Hard and Run Away – Kunnin’ Tricks That Will See the Gloomspite Gitz On Top in the New Edition

Hit Hard and Run Away – Kunnin’ Tricks That Will See the Gloomspite Gitz On Top in the New Edition

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For the second time in this series, we’re going green. Last week, along with a handful of other factions, we took a look at how the Orruk Warclans are shaping up for the new edition of Warhammer Age of Sigmar, but today, it’s the turn of the Gloomspite Gitz.

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These articles are designed to be useful to both new and experienced players alike. Over the course of the series, we’re introducing the myriad warring factions of the Mortal Realms, and with the help of our elite team of playtesters, taking a look at some of the rules in the new edition that will complement them most.

Before we get carried away with the kunnin’ tactics, let’s just remind ourselves who we’re dealing with.

Who Are the Gloomspite Gitz?

There are many deep, dark places in the Mortal Realms that have never witnessed the light of Azyr. It is in these dank tunnels and cavernous cave networks that the Gloomspite Gitz make their home, for they shun daylight, waiting for the ill light of the Bad Moon to pass overhead before they emerge above ground. They may be among the more diminutive of the greenskin tribes, yet they possess a malicious cunning, craftiness, and ingenuity far beyond that of their larger orruk kin, and exist in far greater numbers.

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There are two main varieties of Gloomspite Gitz. First are the Spiderfang grots, who ride to battle atop spindly-legged arachnids with whom they share their lairs. Their Arachnarok Spiders are so large and powerful that they bear howdahs on their backs to serve as mobile artillery platforms or the mount of a powerful shaman.

The Moonclan Grots, meanwhile, are known for their love of the mushrooms that line their caves. Their Fungoid Cave-Shamans are experts in the selection and use of these ‘shrooms, concocting exotic brews and channelling extraordinary magical powers by imbibing them. The Moonclan Grots breed many varieties of squigs, which they herd (or cling to for dear life and “steer”) in the general direction of their enemies. They’re also frequently accompanied by monstrous troggoths who follow in their wake seeking an easy meal.

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With the myriad beasts at their disposal, Gloomspite Gitz armies are certainly more than just hordes of grots, and they’re well and truly capable of overcoming any army they face. Here’s Bryan Carmichael, a long-time fan of the maniacal greenskins, to show us how they’re looking even better in the new edition.

Bryan: The new edition of Warhammer Age of Sigmar caps modifiers to hit at +1 or -1, which changes the way competitive Gloomspite Gitz armies play. Gone are the days of grinding your opponent down because they couldn’t hit you. Now, your army can play to its greatest strength – namely access to a wide range of units that give you the tools for all opponents.

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Troggoths and Arachnaroks benefit a lot from the All-out Attack command ability, making them hit more reliably, and ensuring they get a tasty lunch.

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For me, however, the units that benefit the most are the Squigs and the brave (or stupid) grots who ride them. These units make for a very mobile army, and Redeploy gives you more options for getting out of harm’s way should you roll low on a random move.* This can be invaluable. Mangler Squigs in particular are a whole lot scarier with the addition of Monstrous Rampage abilities like Roar, which stops your opponent from using command abilities on a unit.

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Biggest Winners

So, we know that the Gloomspite Gitzs as a whole are set to become even more effective in the new edition, but which units benefit mostly from the updated rules? Thankfully, Bryan has some thoughts on them too – here are his top picks.

Loonboss on Mangler Squigs

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Bryan: The tricksy Loonboss on Mangler Squigs is even more deadly. Already hard to pin down with The Clammy Cowl artefact and the Fight Another Day command ability, he can now make use of Roar to ensure the enemy remains at -1 to hit, even after he’s bounced to safety. He can boing into combat, then boing out again with Fight Another Day, and then use the Redeploy command ability to boing away to safety, making him a truly slippery little git!

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Gobbapalooza

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Bryan: With the Gobbapalooza being purchased as a single choice and containing two Wizards, it’s the perfect unit to take advantage of the change to how predatory endless spells work. Couple it with a few cheap predatory spells that cause mortal wounds, and keep them within 18″ of the group for a cackling festival of destruction for your opponent to deal with.

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Loonsmasha Fanatics

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Bryan: With All-out Attack making Loonsmasha Fanatics hit on a 3+ instead of 4+, you can ensure these whirling dervishes of mayhem maximise their damage in their short-lived existence.

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Thanks for your insights, Bryan. If you’re looking to muster your grots for war, grab yourself a Start Collecting! Gloomspite Gitz set and prepare to bite, bludgeon, stab, squish, and poison anyone who gets in your way. It’s what the Bad Moon would want.

* Squig Hoppers, for example, have a Move characteristic of 3D6″ instead of a predetermined value, representing the crazed creatures bouncing all over the place as their riders try to steer them in the right direction!