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Found 48 results

  1. The "Common Goblin" has already been the odd one out of all the grots/goblins. Sure they have the ever useful artillery, but I'm pretty sure that they're never going to get any significant updates. So I wanted to toss some ideas I had brewing, not that I have any intention of anyone really using these things, I just wanted to have some fun (I did this as a hobby a lot back in WFB). Main inspiration is melding the current army with the more mongolian Hobgoblins which probably are never coming back. Lots of "Risk Reward" type rules where your backstabby grots might stick their knives in their fellows! Many of these rules are just ideas rather than concrete numbers. I'm far more used to making more complicated rule synergies common in WFB/40k than the more self contained AoS! The Gitmob Khans Allegiance Abilities Leaders Units Warmachines (basically unchanged) Behemoths Da Big Tribes (sub factions) Still cooking up ideas on traits and items. Let me know what you think! Rules probably all over the place really!
  2. Malakree

    Gitmob Iconography

    Hey guys, so something a little different. I'm painting up one of my objective tokens at the moment and it has a Grot banner on it I'm at the point now where I need to paint the banner (done more since this pic was taken) but my freehand is awful without something to copy, the brain --> paint just doesn't work right. So I need an Icon or Symbol for the Gitmob portion of my army but damned if I can find any pictures. I don't want the bad moon (Gitmob not Moonclan) or orkish symbols, but I'm really struggling. Does anyone have a good pic of a simple icon I can use or in the extreme someone good enough of an artist to rig one up. Cheers for the help.
  3. The other day I was lucky enough to get a battle in with my mostly gitmob army. We were playing 1250pts and my list was: Gitmob shaman Troggoth hag - general, rock eye 40 gitmob spearman 60 gitmob archers spear chukka rock lobba 5 wolves My friend was using the new death and he went with: Vampire - armed with an orb that provides an additional 6++ necromancer wight king - axe 40 skeleton spearmen 20 grave guard 10 black knights We rolled up scorched earth. I deployed in a large castle with my minions forming a thick wall around the troggoth hag. Off to my left was a multilevel ruined building that I was able to hide my shaman in out of sight and capping my far left objective was my wolves. I placed my artillery back from the frontline as I wasn't sure how fast the new black knights moved. I knew they used to be able to get a turn one charge in that bone legion battalion thing. My friend deployed centrally, hiding his wight king and necromancer out of line of sight from the artillery (he didnt realise the rock lobba doesn't need line of sight). His grave guard were placed on the far right to move up the flank. He game me first turn and I move my wolves forward, daisy chaining back a bit so I can still cap my objective, my spearman move up on the right of the unit to get my far right objective and I move a few archers forward to cap my central objective. The spearchukka kills a black knight and the rock lobba's rock bounces off the vamps head. I also get mystick shield off with the troggoth hag on the spearman and inspire them. The gitmob shaman fails sneaky stabbing on the archers. In my friends turn he's able to bring the knight back, he also casts mystic shield on the black knights and uses the additional attack command ability on them. Everything moves up, with the wight king just failing to be in range the objective on his right (my left, across from my wolves). Turn 1 score 3-2 to the gitmob. Turn 2 priority goes to me (thankfully). I manage to get mystic shield off on the spearman and also inspire them and sneaky stabbing on the archers. I can see that the black knights will be in in his next turn, I was worried about the potential casualties since he goblins are pretty flimsy so move the spearman up a bit to ensure he can't get within 3 of my middle objective. I also manage to ramapge my wolves forward with the gitmob shaman. In my movement I run my wolves onto his right objective and hold my left objective with the shaman, I manage to kill 2 black knights with combined artillery and a few stray gitmob bow shots. At the end of the turn I burn his objective for 2 His turn begins with mystic shield on the black knights and healing the two I killed back. He also gives the black knights an additional attack with the vamp command ability. He also manages van hels on the black knights. Everything moves forward again, except for the wight king who moves over to charge my wolves. Charge wise he manages to get the wight king into the wolves and the black knights into my spearman. He decides to activate the black knights first who after saves kill 26 goblins! I remove the goblins from combat with him meaning he won't technically be in combat, so isn't able to pile in and attack again with van hels, the wolves do 4 wounds to the wight king who in return kills one and they pass their bravery. Turn 2 score 8-3 to the gitmob We roll for priority and the gitmob manage to win it again! Things were looking good from a points view, but bleak on the battle front. I imagine this is going to be every game I play with this army haha. Anyways due to the way I removed casualties I wasn't able to shift my spearman into coherency, so they were stuck where they were. I inspire my archers and hag curse the black knights, I also get sneaky stabbin off on my 60 archers. The troll hag also rock eyes the black knights. Movement wise I move the archers up as far as possible towards the black knights staying out of 3, and then am able to shift the troggoth hag within range for her vomit attack, shooting starts with both artillery pieces going into the black knights and killing 1, troll hag kills another, gitmob archers kill 2 more. Not enough... I charge with the archers killing another 2 and losing about 5 or so in return. His turn begins with mystic shield being dispelled by the troll hag (forgot to use her d3 mortal on a 4+ when dispelling a spell), he arcane bolts a wolf off with the necromancer. He's able to heal back 4 black knights with a combination of grave sites, the hero within range and the hand of nagash 5+ thing. He moves the grave guard up and the along with the skeleton unit (daisy chaining back to keep his centre objective). Charge wise he gets the graveguard into my spearman holding my right objective and the vamp is able to get into the archers. In cc he picks the black knights to attack and rolls pretty average killing under 10. I next pick the spearman who kill a couple of graveguard, he goes with the wight king who kills another wolf, I do nothing to the wight king with the wolves thanks to the deathless save after he fails his armour saves! He then picks the graveguard who kill all the spearman bar 3 after battleshock. The archers manage to kill 2 black knights and cause a couple of wounds on the vamp who kills about 4-5 in return. He's not within 3 on the right to take my objective and also doesn't yet have the numbers to take my middle objective. Turn 3 score 10-4 We roll for priority and this time the death get their double turn... He fails to get van hels off on the black knights, and arcane bolts another wolf off. He provides another attack to his graveguard, he doesn't move to take my far right objective for burning, but instead decides to move everything into the centre to try and table me (which is looking reallllll likely at this point haha). charge wise he manages to get his Necromancer into my gitmob shaman with a bit of a long charge and the graveguard into my goblin archers. we move into the combats and he chooses to activate the vampire lord first as he was surrounded and looking like he might die, he kills a few goblins, nothing too bad though. In return I kill a black knight (who were back to full), the vampire lord and 2 grave guard. He manages to bring me down to 34 goblins with his combined attacks. The wight king attacks and leaves only the wolf champ alive who is finally able to kill him! My last turn we discuss the battle and realise I'm going to win no matter what happens in the battle. After speed playing the last few turns the black knights end up taking the objective and burning it on the archers, I kill the necromancer on the left with artillery and arcane bolt and the troggoth hag takes my right objective Final score 11 - 8 - gitmob win He managed to kill: 40 spearman, 60 archers I killed: vamp lord, necromancer, wight king We spoke about the game and unfortunately due to his army composition he was always at risk of having his objectives burned by my wolves. Having to hold his middle objective with 40 skeletons meant I was able to hold on and not get tabled in the mid game. He was also more timid then he needed to be with his heroes due to my artillery, in the end with the double deathless save he didn't have to even worry about the artillery with them only managing to kill the heavily injured necromancer. The black knights were a pain for me to deal with, with sneaky stabbin I can cause about 20 wounds with all my shooting after a 4+ sve, but the double deathless sve + regen options + mystic shield I had no chance of ever killing them haha. A fun game and I look forward to my next one! Which will be against the same friend, only he'll be using his wanderers. So will be good to see how long my characters last when faced with some decent long ranged shooting and re-deployment tricks. Crispen out!
  4. Crispen

    Swamp to do list

    Hey guys! So its been a while since my last post due to 40k and real life getting the way. The spell of 40k has finally broken though, after playing some shadespire with a friend the other day. It's gotten me pumped to get going on some unpainted models and finish my swamp themed Troll army and if all goes to plan take it out for a spin in two months. The list! Alliance: destruction Troggoth hag - 360 - General, Rockeye, Wild fury (will need to test this, might go with the extra wound depends on testing) Gitmob shaman - 80 Gitmob shaman - 80 Gitboss on wolf - 60 (I have three of these dudes and never got to use them haha) 6 fellwater troggoths - 360 (may reduce these to 3 and take 3 sourbreath ones for variety) 60 gitmob with bows - 270 60 gitmob with bows - 270 40 gitmob grots with spears - 200 Basilisk - 280 The hobby list! Troggoth hag - Finish applying swamp extras for base Gitmob shamans - Paint and base Gitboss on wolf - re-base on circle and paint Troggoths - A little more work on eyes and some additional washes gitmob - Need to undercoat and paint 60, details and base finishing to be done on the rest basilisk - Fix weird lipstick lips (picture below) and complete basing I'll update the blog with my progress to attempt to keep on track haha. here is my basilisk, I painted him a little while ago but he's been hard to fit in and hasn't seen any action
  5. So as the title say, what do u think about our new allegiance ability in firestorm? A new life into mixed destro list? I show up my own take on it: Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Moonclan Grot Shaman (80)Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 and a second variant with more brute and less warmachine Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline5 x Orruk Brutes (180)- 2x Gore Choppas- Ironjawz Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 Wich stratagem u think is the best? Considering u will have 1/3 chance of getting what u want wich will be ur first pick?
  6. Hey guys, been mulling over ideas for converting Ironjawz models to make allied grot artillery. Seen some pretty cool Brutes wielding massive crossbows as spear chukkas. I was thinking maybe a bloodbowl orc throwing the ball, replace the ball with a doomdiver? Or maybe a brute with a massive slingshot for a Doom Diver. Kinda drawing a blank on a rock lobba though. Any ideas?
  7. Groje

    Gitmob Grots

    © Groje

  8. The Traitor

    Grot lists

    So, as some of you might know, I'm starting a Grot army and, even though I've got everything pretty much sorted out, I'm still quite new to AoS and I'm doubtful between this two 2000 points lists: LIST 1 Destruction allegiance: rampaging destroyers Great Moonclan 80 Grot Warboss on Giant Cave Squig 80 - Battle Brew Grot Shaman 80 - Collar of Domination 3x20 Moonclan Grots 120 - 3 nets - Slittas and shields 5 Squig Hoppers 80 3x2 Grot Fanatics 60 Skarsnik 100 General Mangler Squigs 240 Colossal Squig 300 2x Spear Chukka 120 2x Rock Lobber 100 2x1 Grot Fanatics 30 LIST 2 Destruction allegiance: rampaging destroyers Great Moonclan 80 Grot Warboss on Giant Cave Squig 80 - Battle Brew Grot Shaman 80 - Collar of Domination 3x20 Moonclan Grots 120 - 3 nets - Slittas and shields 5 Squig Hoppers 80 3x2 Grot Fanatics 60 Mangler Squigs 240 Colossal Squig 300 - General: ravager Grot Shaman (gitmob) 80 2x Spear Chukka 120 2x Rock Lobber 100 2x1 Grot Fanatics 30 So, as you can see, they're pretty similar, but they also have their differences. First, the general changes, in List 1 the leader is Skarsnik using his awesome command trait, while in List 2 it is the Colossal Squig with the also good Ravager trait, bringing more durability, punch and mobility to the general (and an awesome conversion opportunity of making a Grot Warboss mounted on him) and another rampaging destroyers aura, but it also may draw more attention to a model which is already a usual target. Also in the second list, thanks to the removal of Skarsnik, I can add a Gitmob Shaman to buff the war machines (+1 wound and -1 rend to a Spear Chukka could be pretty brutal)... While I loose the ability to deal mortal wounds when retreating (I've already lost the command trait due to the colossal squig being the general) and some damage potential I think that having a second caster with such a good spell for my artillery might compensate, specially when taking into account that I've reached my 4 artillery cap. What do you think? Do you see this as a playable list? As said before, I'm still new to AoS, and so I'm open to any other ideas regarding the army... How do you guys usually play Moonclan? I'm interested on every comment regarding them, so don't doubt to share your thoughts!
  9. Solaris

    Grot weapon choices

    Hey! I'm looking at putting together the Grot elements of my mixed Destruction army, and am thinking about how to arm them. I have not really played against the dread BCR+Grot lists, and most lists I find from events do not specify weapon choices. I'm wondering if you guys who have played with/against them have seen any trends, or have any preferences? It seems to me like Pokin' Spear with Moon Shields and Barbed Nets would be the way to go with Moonclan, particularly for large units but even at 20 models. Is this generally how people run them? With the Moon Shields, as well as the two Icons and the Netters, these guys are a fair amount more durable than their Gitmob counterparts, and therefore more suited for frontline action. They can also come with Fanatics, which necessitates that they are far forward, making bows a less attractive option. For the Gitmob grots, the Grot Bows instead look like a very interesting option. They don't need to be as far up the field, since they don't release fanatics at the enemy. Bows would then allow them to sit comfortably at objectives and still have some battle impact. The Gitmob Shaman is also a very interesting option, since he can give a Gitmob Grot unit of 20 or more models a 4+/4+ rend -1 profile on their Grot Bows. At that point they actually start to sting. What are your experiences? Is there ever any cause to go for the Stabbas, for either unit?
  10. Trying to decide between two 1500pt mixed destruction lists. Started with Ironjawz starter set but really want to add Fellwater Troggoths as I love the models. Just intended for casual play. Which of these lists would be more competitive, which would be more fun to play, and which would look better together? Any suggestions on swapping some units around without straying far off theme? List 1 Leaders Orruk Megaboss Gitmob Grot Shaman w/ talisman of protection Orruk Warchanter Battleline Gitmob Grots w/bows x20 Gitmob Grots w/bows x20 Units Ironfist Battalion Orruk Ardboys x10 Orruk Brutes x5 Orruk Gore Gruntas x3 Fellwater Troggoths x3 Grot Rock Lobber Grot Rock Lobber List 2 Leaders Orruk Warboss on Boar w/ choppa and shield, talisman of protection Orruk Warchanter Battleline Savage Orruks x10 Savage Orruks x10 Units Ironfist Battalion Orruk Ardboys x10 Orruk Ardboys x10 Orruk Brutes x5 Orruk Gore Gruntas x3 Orruk Boarboys x5 Fellwater Troggoths x3
  11. So I managed to get in a practice game the other day. The list I used was: Big boss on Gigantic spider - General - Ravager. Frostlord on stonehorn Gitmob shaman araknarok with Spider shrine 10 spider riders 5 spider riders 20 gitmob grots with bows 20 gitmob grots with bows His list from memory: Wightlord with black axe necromancer necrotect 10 skeleton swordsman * 2 20 graveguard with great weapons 30 skeletons with spears 5 black knights 2 skull catapults Death rattle formation We played the take and hold mission. So my opponent was able to deploy first due to the formation and chose to go first. He placed his catapults in the middle of the board, forcing me to deploy my spiders on the far flanks to avoid taking dmg in the first turn. He loaded his right flank heavily with 30 skeleton spearman and the 20 grave guard, his other flank composed of the swordsman and the black knights. I placed my stonelord down facing off against the skeleton spearman and graveguard, supported by my 10 man spider fang unit. my gitmob grots hung around my centre objective with the little gitmob shaman right on the back board edge. On my left I setup my 5 spider riders and big boss just out of range of his catapults with the araknarok setup on the 12inch line and within range of mystic shield for the stonelord. I knew that in order to have a chance of winning my stonehorn would need to wipe either the spearman or the graveguard. In my opponents turn everything moves forward using the death rattle formations free move, he then moves normally and had his catapults within range of my 10 man spider unit. Killing 6 of them with a combination of wounds and battle shock... OUCH! In my turn I buff the stonelord with mystic shield and one swig of battle brew and get the first turn charge off into my friends skeleton spearman. I didn't realise my friend had cleverly setup a wedge and absently moved the stonelord into the tip of the wedge, when I could have moved into a better position with the charge roll I managed. As a result I could only remove 5 skeletons and took 4 wounds in return. My opponent gets the next turn with 5 skeletons coming back to life thanks to his banner. He positions his black knights and wight king in position to charge my araknarok. His Necromancer casts van hels on his grave guard who also position themselves for a charge into my stonelord. Shooting saw 8 wounds being caused on my araknarok. The black knights manage to make it into the Araknarok, along with the wight king. In combat the graveguard only manage to push through 2 wounds with their first round of attacks on my stonelord who in return wipes the squad. The black knights manage to cause a wound on the araknarok in return the araknarok causes one wound on the wight king who does the same back in return. The skeletons manage to get the stonelord down to 5 wounds with their attacks. In my turn I shuffle everyone forward, pushing one unit of gitmob grots close enough to fire some support shots into the araknarok combat. I buff this same unit with the gitmob shamans spell giving them +1 to wound and rend -1. the stonelord takes a drink and the goblin big boss activates his command ability and stands behind his 5 meat shields(spider riders on the left flank), the other now 4 man unit of spider riders move up to take some pot shots at the necrotect. In shooting I manage to kill 3 black knights with the gitmob grots and cause a wound on the necrotect. In combat the araknarok does nothing and is brought down in return. The stonelord kills the skeletons suffering another wound bringing him down to 4 wounds. In the turn roll off I manage to get the double turn. I pop my command ability, fail to cast the git mob shaman spell, drink the battle brew and destruction my spiders forward with the big boss on spider in support. The 4 man unit gets into position to attempt a charge at the necotect. In the shooting phase I cause a wound on the wight king, bringing him down to 3 remaining. I charge my 5 man spider unit into his remaining black knights and wight king. The stonelord charges the crewmen for the catapults, the 4 man spider unit fails to charge. In combat the 5 spider riders are wiped after doing nothing in return. The catapult crew are wiped by the stonelord. My friend at this point pulls back his forces to try and kill the stonelord. He charges one of his 10 man skeleton units into my remaining 4 spider riders from the 10 man unit. In combat we each cause a few wounds to each other and stick. He also causes 3 mortal wounds with a bolt on the stonelord, bringing him down to 1 wound. We roll for the turn and I manage to get it. I drink my battle brew and send the stonelord into the wight king and necromancer. I also move one unit of gitmob grots up to pepper the 10 man skeleton unit picking on my remaining spider riders. In CC the stonelord wipes the wight king and the necromancer. The skeletons and spiders do nothing to each other and we call it at that point with neither of us able to get a major. Minor Victory to destruction thanks to frostlord on stonehorn haha. I made an error in this game pushing the Araknarok forward like I did. I just wanted to see what they could do and the dmg they can take. I had a feeling he might be a bit squishy and I was right haha. I'm tempted to not take the frostlord on stonehorn to the tournament at the end of this month. He's very good and reliable, but sometimes when he rolls well he takes a little bit of fun out of it for my opponent. So I may instead substitute him for a troll hag! Will see how I feel and whether I want to win or not
  12. Kamose

    Anyone using snotlings?

    I know snotlings are not the most powerful and exciting greenskins you can field but they are cutest! So is anyone using them in their games and what role do they fill? I've purchased 5 bases and a pump wagon for a friend as a 'gag gift' for his birthday but they must be good for something. Here's is what I'm thinking. My friend plays Ironjawz and when he's played against my Seraphon I've found that chaff units are quite effective against them. Skinks, in particular, really slow him down and mess with his board control. So how are snotlings as multiwound chaff units? The have no save and can't regenerate unlike lots of swarms, but they are fairly fast when paired with the Destruction Allegiance ability and could help keep his elite units from being bogged down with chaff units. Of course there's almost no amount of buffing that will make them effective damage dealers but then neither are skinks. I don't think that's their job. As for the pump wagon, I think it could be make an effective shock unit with a powerful charge and has the potential to move quickly across the board. I don't know enough about Destruction to know if it can manipulate dice rolls like Tzeentch and Seraphon can. If it is possible, while maintaining the Destruction allegiance, a unit of pump wagons could be fun and powerful. So what do you think? Any experiences or thoughts are welcome!
  13. Indoctrinator

    2000pts Wolf Riders

    Hi all, I have recently purchased a really nice looking Grot Wolf Rider themed army and I was looking to get some input into my list. Do you think the army would be fun and competitive to play? What allegiance abilities and artefacts would be a good choice? Goblin Warboss on Wolf 60pts Goblin Warboss on Wolf 60pts Gitmob Grot Shaman on Wolf 80pts 20 Grot Wolf Riders with Spears and Shields 400pts 15 Grot Wolf Riders with Spears and Shields 300pts 15 Grot Wolf Riders with Spears and Shields 300pts 2 Snotling Pump Wagons 120pts 3 Grot Wolf Chariots 120pts 3 Grot Wolf Chariots 120pts Grot Rock Lobber 100pts Grot Rock Lobber 100pts Grot Spear Chukka 120pts Grot Spear Chukka 120pts 2000pts Thanks for reading!
  14. jeffadow

    Grot Gitmob list help

    So, as a primer, a few recent posts here inspired me, so I went and bought 50 wolf riders. I'm convinced it'll be an enjoyable modeling project worst case, but with a little looking in I think it could play fairly decently as well. LeadersGitmob Grot Shaman* (80)- Artefact: Talisman of ProtectionGitmob Grot Shaman (80)Goblin Warboss* (60)- General- Git Cutta & Git Shield- Trait: Bellowing Tyrant- Artefact: Talisman of ProtectionGoblin Warboss (60)- Git Cutta & Git ShieldGoblin Warboss (60)- Git Cutta & Git ShieldGoblin Warboss (60)- Git Cutta & Git ShieldUnitsGitmob Grots x 20* (100)Gitmob Grots x 20* (100)Gitmob Grots x 20* (100)Grot Wolf Chariots x 1 (40)Grot Wolf Riders x 30* (600)Grot Wolf Riders x 5 (100)Grot Wolf Riders x 5 (100)Grot Wolf Riders x 5 (100)Nasty Skulkers x 3* (40)BehemothsWar MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)BatallionsGreat GitMob* (100)Total: 1980/2000 *units in the Great Gitmob Formation notes: all grots are armed with bows, all chracters are mounted on wolves. The main damage dealer here is the unit of 30 wolfriders, ideally, with Sneaky Stabbin' and Mystic Shield cast on them, and attacking a unit of 15 or fewer models they're 2 wound, 12" move (and rampaging destroyers), 3+ save(mystic shield and raidin' shields), with 2 shot bows hitting on 3+, wounding on 3+ and at rend -1. Outside of that I'm maxed on super mobile characters and several other wolfrider units to claim objectives like crazy. I'm still largely in the planning and modeling phase, with a lot of work to go before I make it to table, but that just makes now the perfect time to tinker with the list. The great gitmob Grot requirements conveniently open me up to all the units destruction has to offer, so if anyone has thoughts on improvements from anywhere in the destruction arsenal I;d love to hear 'em! Thanks for reading through my stream of consciousness, I'd love to hear any thoughts, comments, concerns, suggestions, etc.
  15. Planar

    Is the great gitmob broken?

    Hello there. Here's an interesting(?) play that took place last night on a 1000pt Grots VS Chaos game. We were playing the CONSUMED scenario from the Generals Handbook. There was one big unit of 60 grots defending the ritual site. According to the rules these had the following bonuses: +1 to hit plus +1 to wound from being Great Gitmob rule (outnumbering Chaos knights more than 2 to 1) +2 to hit from the Goblins Unruly Rabble rule (unit has more than 30 models) +1 to hit, wound and save from the ritual site rule of the scenario +1 to wound and -1 rend from the shaman casting sneakin stabbin on them every single turn This resulted on this unit having the followng stats: To Hit 1+, to Wound: 2+, Rend -1, Save 4+ (5+ from shied plus +1 from the ritual site) Attaking with spears and being 60 deep without battleshock tests (Inspiring presence) they ripped everything apart everything thrown at them. Chaos Chosen, Chaos knight, Chariots. Everything... Being new players so there is a good chance we did somethng really wrong The funny thing is that we are still playtesting various armies so this was not entirely intentional. Have you seen this before? Is there a known way to deal with it? Or its just bad gaming style to pile up stats like this and hack the game?
  16. Vespan

    Goblins for the win!

    Hi! Some time ago I presented a gitmob + spiderfang list which won me my last local tournament (1660 points). The next one is 1220 points and I decided to bring something fluffy and little more friendly: Moonclan Grot Warboss, squig companion, prodder (old metal Skarsnik ), bellowing tyrant, talisman of protection/ battle brew [80] Moonclan Grot Shaman [60] 40 Moonclan Grots, swords, 6 netters [240] 2 Fanatics [60] 40 Moonclan Grots, spears, 5 netters [240] 2 Fanatics [60] 20 Cave Squigs [240] 2 Squig herders [20] 2 Squig herders [20] 3 Throggoths/ Aleguzzler Gargant [200/180] So the army would be a medium grot warband, that crawled out of the mountain caves bringing some squigs and trolls with them. Big units of grots with nets and fanatics are very universal- decent damage, good objective holders, good for tarpit, charge controll, resistant to shooting. Squigs are for the damage (with bellowing tyrant and and herders they are 3+/3+/-1/D3) Throggots or Gargant are for some sand-alone killing power that do not need inspiring presence/ bellowing tyrant etc. to do their job. The army should work decently... I think
  17. Bigroom1

    Doom Diver Crew

    Hi folks, just signed up to the tga, so expect to see me all over the place in the coming months. I'm starting a destruction army, and I have a couple of Doom Divers on the way to be the long ranged arm of Gork/Mork. However, the rules stipulate that the effectiveness of the piece is affected by how many crew are by the catapult. Any ideas on models to use as these crew? The models I have only have one! Thanks!
  18. An open play game, played over Skype, basically using every mounted model we had available to create a Mad Max-inspired scenario. Two mounted warbands clash, with Chaos trying to drive their vital cargo through the streets of a goblin-infested city! http://woffboot.blogspot.co.uk/2016/08/mean-streets-chaos-vs-destruction.html We ended up using some fairly dodgy proxy models (since all my greenskins were on the other side of the Skype connection, but the new snow map, and accompanying scenery, were a treat to play over.
  19. Pjschard

    Grom the Paunch (Spider Style)

    This Grom the Paunch mini was based on the torso from the Nurgle Lord Clampack. The Spider Legs are from the Gigantic Spider, and the Head, Spear, and Shield are from the Hero from that kit. Grom is mounted on a Howdah made from the Arachnarok Kit. The two goblins are my interpretation of Nibblit. The first is webbed to the howdah but still waving his Lucky Banner (representing the 6+ save.) The second is the rather rude fellow standing on the base (representing his two attacks.) The base is made from Battle for Skull Pass Spider Bases, cut up and scattered about, Leaves from the tree kit, and Spiders and the branch from the Arachnarok kit.
  20. Pjschard

    Grom the Paunch (Spider Style)

    This Grom the Paunch mini was based on the torso from the Nurgle Lord Clampack. The Spider Legs are from the Gigantic Spider, and the Head, Spear, and Shield are from the Hero from that kit. Grom is mounted on a Howdah made from the Arachnarok Kit. The two goblins are my interpretation of Nibblit. The first is webbed to the howdah but still waving his Lucky Banner (representing the 6+ save.) The second is the rather rude fellow standing on the base (representing his two attacks.) The base is made from Battle for Skull Pass Spider Bases, cut up and scattered about, Leaves from the tree kit, and Spiders and the branch from the Arachnarok kit.
  21. Pjschard

    Grom the Paunch (Spider Style)

    This Grom the Paunch mini was based on the torso from the Nurgle Lord Clampack. The Spider Legs are from the Gigantic Spider, and the Head, Spear, and Shield are from the Hero from that kit. Grom is mounted on a Howdah made from the Arachnarok Kit. The two goblins are my interpretation of Nibblit. The first is webbed to the howdah but still waving his Lucky Banner (representing the 6+ save.) The second is the rather rude fellow standing on the base (representing his two attacks.) The base is made from Battle for Skull Pass Spider Bases, cut up and scattered about, Leaves from the tree kit, and Spiders and the branch from the Arachnarok kit.
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