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

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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.

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. This isn’t a terribly long article because there just isn’t a lot here. The fluff is pretty much what you’d expect, just a bunch of dudes having fun causing mayhem, and the rules aren’t anything we haven’t seen before but they’re powerful and are new for the Gloomspite Gitz. 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. 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!Trugg is the real star of the show, a MONSTER in size (and keyword) with antlers sprouting from his throbbing bonce after centuries spent napping in the nurturing realm of Ghyran. These healing energies now flow through his veins, and he is Imbued with Life , sporting 16 wounds and adding 3 extra wounds to his Regeneration – that’s a total of D3+3 for anyone who isn’t a dedicated troggoth-head. 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. 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.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 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 Just like their cave-dwelling counterparts, these troggoths have preternaturally fast metabolisms that allow them to regenerate wounds at an alarming rate.

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. 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. 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. 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 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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