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Games Workshop - Warhammer Age of Sigmar - Gloomspite Gitz: Dankhold Troggoth

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None are sure whether it is instinct, the Gloomspite, or some other force that leads troggoths to follow 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. Kizik - Naglig - Snazzgar Stinkmullett - Skragrott - Zarbag - Spittlegit Spiderkin - Mollog - Murkthudd Found in the realm of Hysh it seems, this grants a 5+ Feel No Pain for mortal wounds for the bearer. Troggoths are already tanky so this is in line with their M.O. Battalion: Stomping Megamob

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. Shootas and Stabbas return and both are improved on their baseline warscroll. Shootas in particular now come with more range and hit on a 4+ with their bows, and get an extra shot for having 10 or more models. Stabbas have their shield baked in for a base 5+ save and have lost their wound bonus in exchange for a really exciting ability to contest objectives from 9” away instead of 6”.Badsnatchers are also new and provide a buff to your moonclan wizards, letting you reroll one of your casting dice if they’re within 9” of another moonclan wizard. Rerolls to casting is nice, but the moonclan lore isn’t quite good enough to make forcing it through a requirement, and the other options for subfaction are spicy enough to compete. 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 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 There are a lot of artefacts to get through here as they’re more split up by keyword, so these are just a selection of the more interesting ones. Scholars have speculated that the reason the Troggherds instinctively follow these routes are that the Bad Moon has already - or will soon - take them. Some are quite clearly possessed by the Gloomspite, forming the unwitting hearts of devastating Gloomspite hordes as the Bad Moon swells overhead. Others emerge from the hinterlands with neither warning nor apparent purpose, bashing their way mindlessly through anything that gets in their way. [3a] Members

It really is a simple list. It walks forwards, kills what it hits (hopefully) and takes objectives that way. Yes, it’s relatively slow, but any army of Troggs will be! Importantly it looks very fun to put down onto the table. Oops All Dankhold Feels Funny –Kill an enemy unit while a Truggherd unit is affected by Trugg’s Leystone. Very, very, very easy. May be one of the easiest battle tactics in the game now so long as Trugg is living! Just use the Leystone and kill an enemy unit – things you were already doing.

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.

For veteran players, going from being a surprisingly magically powerful army to a fairly mediocre one will sting. But that old army was the worst in the game for most of its lifespan. In trade, just about everything got better on a base warscroll level, the keywords are easier to work with and the core moon mechanic will be better to play with. Dankhold Troggoths sleep deep underground until the Gloomspite moves them to lumber up to the surface and wreak havoc. They swat and crush everything within reach, soak up spellcraft like sponges, and are nigh unkillable in battle.

Sample Lists

Leave Me Alone –Keep Trugg alive and kill all enemy Heroes. In some matchups this will be nice and easy, but in others nearly impossible to achieve. Your opponent should be gunning for Trugg considering how much he does for the army, so consider one of the General’s Handbook ones. Battle Tactics Do love big fatty models in Age of Sigmar? We’re going to show you how to field those big Troggoths models from Gloomspire Gitz at 2000 points now! There are a mountain of warscrolls here, so this isn’t an exhaustive list of everything in the book and everything that’s changed. Heroes 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. While Armies of Renown still count as part of their parent faction (effectively functioning as a brand new subfaction), there are some differences. Armies of Renown have their own Army Rules which replace the core battletome the faction comes from. This means you cannot use the following from the original battle tome:

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. 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 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. Grimscuttle is a total rewrite from the old White Dwarf rules and feels like it still doesn’t quite get there for what is one of the weaker standalone parts of the army. This now lets you deploy up to two spiderfang units off the board with each skitterstrand that you have already deployed in ambush from beyond – bringing all the units on together when the skitterstrand deploys onto the board. It’s certainly an interesting way to keep some of your units safe from early alpha strikes, but can leave you at the mercy of multiple 9” charges. Battalions

How the Army Plays

You can still use the army’s terrain piece, if applicable. Ultimately this means that the factions portrayed in Rise of the Brute are standalone. Since all the necessary Warscrolls and pitched battle profiles are freely available you do not need the original Battletome to play any of the Armies of Renown in this book. Trugg Knows Best 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. Moonclan units get Frothing Zealots for everyone’s favourite 4+ rally and Lunar Squigs still provides the excellent ability to run and charge for squigs. Spiderfang Venom upgrades the spider venom of your spiderfang units to trigger on an unmodified 5+, and Moonlit Hide is your trogg buff for +1 to save rolls.

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