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Games Workshop - Warhammer Age of Sigmar - Gloomspite Gitz: Rockgut Troggoths

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I'm still torn on what exactly I'll be doing since I have a swamp themed Fimir army, but never had any Fellwaters as they were just bad by comparison. Now they're good, so at 2k points I can see myself running 1k points of trolls and 1k points of Fimir as GA Destruction; Arachnacauldron getting those juicy spells out of allegiance. At 1k I'd go Gloomspite. There's always the possibility that I'd go 2k with all trolls but that's too expensive for an immediate buy. This crude but potent ballista fires huge bolts specially designed to pierce the tough hides of giant creatures. With its Skewered rule, the bigger your target, the more wounds this vicious weapon inflicts. Get a load of these stats. Ideally we want at 2 Troggbosses, enough to ensure the CA doesn't get sniped but iirc from when I looked through the book yesterday the only difference between the Troggboss and the normal Troggoths was +2 wounds and the CA. 80 points is to much to justify going beyond the point you've secured your CA. Anyway that's 600 points down the pan before we do anything else, leaving us with only 1400 points to actually play with. The second and most important reason is that for the first time we can now field a 100% Troggoth army and this needs to be celebrated! The troll hag is cool as a model, but not exactly something I want to paint or field as it's a bit rank (which is impressive for a miniature), so what I'd likely do is get a Dankhold and get converting; I'm thinking of a hood over its face that covers its eyes and some shamanistic additions. Along with a 120mm base of course. Not a case of it might be cheaper, it's just the aesthetics.

While the Troggoth is no slouch in combat, it isn’t the fastest creature around. Kunnin’ bosses will want to take advantage of the Supa Sneaky command trait. This collection of dim but mighty Troggoths remains affected by The Bad Moon’s Orbit like any Gloomspite Gitz army. As the celestial object crosses the board it grants the Moonlit Hide trait to Troggoths it effects, but the biggest change is that Trugg’s Malfunctioning Leystone emits an Aura of Haywire Magic which applies all of those random effects to every single unit.So I've been playing around with the numbers a bit and I feel like there are three questions which have to be asked when going into a list. As this is a bit of a unique case for the destruction forums I'm going to layout a few basic things as to what sort of lists go here and what goes in the main Gloomspite thread.

Troggoths are not complex creatures, they care not for deep aspirations. They sleep in their caves and if it were up to them they’d like to keep it that way. Glogg, a particularly cunning Troggoth (by which I mean only somewhat stupid instead of very) who has, despite all odds managed to form his own Trogherd and keep it going. Most Trogherds tend to burn out after a time, once their hunger has been satiated and they return to sleep. Glogg has, somehow, kept it going though no one is sure how. Guided by the Badmoon, this particularly dangerous Trogherd travels across the Mortal Realms, seeking new strains of fungi to eat. Covertly shift this hulk into an ambush position, then splat your enemies with those clubs. Given the troggoth’s bulk, Mork would be proud. Beast-skewer Killbow Dust-Gargant • Ghurish Gargant • Mason-Gargant • Mega-Gargant • Mere-Gargant • Moss Gargant • Sky-Titan • Storm Gargant • Ulguan Gargant This deadly duo combines the cunning of a Kruleboyz boss with the primal strength of a Mirebrute Troggoth, the smellier cousin of the Dankhold Troggoth that the Gloomspite Gitz often coerce into battle.

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Discussions of lists which don't have Dankhold Troggbosses as generals or all the Troggoth battleline are fine. As long as the list itself is trogg focused. Their fantastic damage potential makes both units excellent additions to a Kruleboyz army, so let’s take a look at their warscrolls for all the juicy details. Breaka-boss on Mirebrute Troggoth As for the battalion, even at 2k it's too expensive, even if you factor in that 50 points of Command Point. The extra item is cool, but again I'd rather have more trolls as they'll be doing more damage than natural 6s to wound ever will provide. This time around, the unique allegiance is Glogg’s Megamob. The second subfaction granted to Gloomspite Gitz after Jaws of Mork you probably guessed similar to how Jaws of Mork tried to make an all squigs list viable, this is based on Troggoths. Practically every ability is designed to buff troggoths and like most subfactions, comes with a mandatory relic and artefact. Allegiance Ability: Monstrous Regeneration

I do like this a little more than Jaws of Mork. Not for anything special about what the Glogg’s Megamob does, but Gloomspite Gitz needs more subfactions, and this is a very different playstyle from what they normally get. While traditional Gloomspite lists favor hordes of Gitz attempting to overwhelm their foes this gives more weight to a handful of big strong models. None of the features are particularly unique or clever, they’re pretty bog standard abilities like generate command abilities or a 5+ feel no pain relic. What it does do is encourage this unique playstyle by giving it much needed boons that support the strength of the troggoths. Just like their cave-dwelling counterparts, these troggoths have preternaturally fast metabolisms that allow them to regenerate wounds at an alarming rate.

Command Trait: Shepard of Idiotic Destruction

The kit also features a crew of grots for reloading and general maintenance, so the orruk operator can focus on making those lethal aimed shots. There’s 3 kinds of Trogg units, plus a leader and a named leader. While not a ton of variety, lets try and keep it in theme as best we can. Allegiance: Gloomspite Gitz The Kruleboyz are well known for using their menageries of beasts in battle, like the Sludgeraker and Marshcrawla Sloggoth . They’re also experts at killing giant Monsters, and the Beast-skewer Killbow is their most effective ranged weapon. The plodding procession following Trugg contains all sorts of special Troggbosses which can be represented by the Traits of Trugg’s Troggs and Dankhold Detritus – that’s command traits and artefacts to you. The former can even affect Unique units, meaning Ceaseless Growth can boost Regeneration and Greater Regeneration even further on Trugg, making him near impossible to put down.

We carry a complete line of every size of magnetic and non magnetic bases for Age of Sigmar. Base Sizes - Chaos Dankhold General or Skragrott, I really think those are the only 2 general choices for Dankhold armies. Simple roll a D6 each round and on a 4+ gain a command trait. Welcome addition and hardly a bad thing to have. Artefact: Aetherquartz Studded Hide The already impressive range and reliability of the Killbow pairs well with the Big Yellers Warclan ability, netting you a tasty extra 3” range, as well as a reroll should you fail to hit.

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Every turn, Troggoths can attempt to regenerate D3 wounds on a 4+. This adds +1 to the roll, making it a 3+. This makes for reliable healing which will make the fairly tanky Troggoths far more frustrating. Command Ability: Oblivious to Sorcery Da Bad Moon gives us another blessing yet again! Not two months after the last Tome Celestial, we get another one, and for Gloomspite Gitz again! Last time it was The Jaws of Mork aimed at the popular mascot of the Gloomspites, the Squigs. This time, the other, less appreciated mascot, the Troggoths get to shine. These sentient mushrooms are beasts of destruction, focused only on eating and napping and then whatever it takes to get one of those two things. With the newest White Dwarf you can field your own squad of them for a decidedly different type of playstyle from the normal gitz lists.

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