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Found 72 results

  1. The Traitor

    Uses for the Squig Gobba?

    So, I love the Squig Gobba model from FW, it is one of my favourite model ideas ever, and was thinking about sculpting one... or an army centered around them, eventually, so I downloaded their rules to see how they worked and, at first sight, I discovered that they simply don't, they seem to be a horrible unit to take. However I might have missed something and there isn't too much about them on the internet (and in the few places that talk about them they also regard him as lacklustre and a bad choice). However there are a lot of creative minds on this forum who may come up with something, so I thought that it was worth to post. I don't know that much about AoS yet, but I made a pros and cons list about him: PROS: - He's dirty cheap at 60 points - He doesn't count against your artillery limit as he doesn't have the artillery keyword - The two first pros mean that he can be spammed (to the point of bringing 10 at 600 points) - You can't snipe his crew because they all count as a single model - Having FW rules people might be scared about him or don't expect what he can do CONS: - He has a 4d6 range... wich is an average of 14"... definitely bad for artillery - He can't move and shoot in the same turn - The two first cons means that he will have big problems to shoot things, and can easily be outmanoeuvred - His shooting profile isn't even impressive, with only d3 attacks which hit on 5+, wound on 4+, have no rend and make d3 damage - He is very easy to kill with only 5 wounds and saving on 6s So, can anyone think of a good reason to field them, they might be cheap and spamable, but that's worth nothing if they don't bring something to the army. Edit: they actually do count towards the Artillery limit, so they're not even spamable...
  2. Hello there, I am looking for twp Moonclan / Night Goblin heroes from the mid 2000's. Please message me if you have any of these you are willing to part with. Based in the UK. Alasdair
  3. Loafingstone

    Grand Theft Gitmob - A blog

    Hi everybody, I've been working on and off on an AoS project, specifically an all mounted Gitmob force. The idea behind it is that it is a force made up of waifs and strays from Grotkind. Outcasts who have banded together in the harsh wastelands of the realm of beasts and cobbled together a rag tag force in order to survive. Whilst I am not that close to AoS lore (something which I am keen to rectify), I see that Realm of Beasts as being a harsh place filled with constant war, vast barren deserts and titanic beasts who stride the landscape. In a place of constant war there are bound to be piles of broken war machines, weapons and armour and this is how the Gitmob survive by scavenging equipment and stealing what they can to survive. I've got a few photo's of my work in progress so far, my photography is not the best and being a father of 2 young kids I find it hard to get the time to paint let alone get the perfect shot, but I want to improve. Anyway that's enough for now, if you have any feedback I'd really appreciate it. Next time around I will put up some pictures of the forth chariot and some Wolf Riders (once they have all been rebased)
  4. 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!
  5. death's_accopmplice

    Orruks and Grots for sale (UK only)

    Hi all, Looking to have a clear out of my non-death AoS stuff, the list is as follows: - 20x moonclan grots (square bases) with bows including flag waver, musician and grot boss - 19x orruks (square bases) 6 armed with cleavers etc. whilst the rest are armed with spears and shields - includes one boss, standard bearer and drummer - Orruk shaman on boar (metal) - Grot wolf chariot (metal grots but same as current model) - 20x grots on sprues - not a complete box but enough to make 20 grots with either spears and shields or bows and includes enough for flag waver, horn blower and grot boss - only 19 bases (square) - 1x base of snotlings - 1x grot shaman - 1x moonclan grot shaman - spare sprues including wolf rider legs, bow arms etc. and lots of shield sprues All are painted to varying degrees, some are very minimally painted (i.e. arms only) whilst others are fully painted to a slightly below average standard. To save time on this post I haven't included pictures but am happy to take any and all pictures requested. Open to reasonable offers as the title states. Thanks!
  6. Nevvermore

    Do Netters stack or not?

    So there have been a lot of questions around stacking abilities. GW has FAQ:ed the use of the word "any" and clarified that abilities that say, for example "units within 1" of any model with this ability suffer -1 to hit" do NOT stack. This is the relevant FAQ: Q: When the word ‘any’ is used in the criteria for an ability, does it mean that the ability is applied only once when the criteria for the ability are fulfilled? For example, if an ability said ‘Add 1 to hit rolls for models that are within 6” of any models with this ability’, would I add 1 to the hit rolls of a model that was within 6” of three models with the ability, or would I add 3? A: The ability is applied only once, no matter how many times the criteria are fulfilled – ‘any’ is treated as being synonymous with ‘one or more’ in the Warhammer Age of Sigmar rules. In the example, this means that 1 would be added to the hit rolls, not 3. However, the word "any" is not used for the Grot Netters ability. This is the relevant rule: Netters: Your opponent must subtract 1 from any hit rolls made in the combat phase for any of their models that are within 2" of a Grot with a Barbed Net. As you can see, it says "models that are within 2" of a Grot with a Barbed Net." The use of the word "a" as opposed to "any" has not been clarified by GW. They have, however, stated that abilities do stack unless otherwise stated: Q: Are the effects of multiple duplicate spells and abilities stackable against the target? A: Yes, unless specifically stated otherwise. Does the Netters rule specifically state otherwise? GW hasn't said, so it would be a matter of semantics. So do they stack or not? Based on the FAQ above and the fact that the rule doesn't use the word "any", a word specifically used for non-stacking abilities, I would say they do stack. Opinions?
  7. Velonge


    My cave shaman for Malign Portents 2018 He is painted to match my Ironjawz (red & white) he was a blast to paint. Also one of the fastest models I've ever painted (in about 16 hours). I hope you guys and gals enjoy him as much as I do.

    © Velonge

  8. Was just curious after watching Warhammer Weekly last night talking about what to expect from Malign Portents and particularly from the various factions and when they came to Destruction they said something I found to be very interesting. They briefly mentioned how Moon Clan and The Bad Moon could tie into all this as The Bad Moon being a possible portent and since Moonclan are basically always hoped up on mushrooms that they in particular might see things that other races don't. So what are your opinions on if and how they might be tied into all this
  9. Adm'rul Kurgan Grimjaw and the Ironfang Pirate Fleet don't all come from one Realm so they don't like to be tied down to any location and always have one eye on the horizon in search of the next drink/loot/fight. The fleet is often scattered around the oceans and seas of the Mortal Realms. They have used Blackrock, in Ghur, as a base of operations and meeting point for many years (and if you believe the old Adm'rul, he says he was Pirate Prince for a while). Before that they also used an uncharted island chain known as Hell's Teef, somewhere in the Sea of Serpents. Adm'rul Kurgan is a veteran of a hundred campaigns in every corner of the Realms: from the steaming jungles of Ghyran to the ruined cities of the Hysh; he has burned ports along the Rotwater Blight, raided the islands of Okkam’s Reach in Ulgu, besieged fortresses in the Endless Desert, endured the perpetual snowstorms and barren wastes of the Silverglades in Chamon, battled on the rivers in the heart of the Jade Kingdoms, looted the Baneskull Islands of Shyish and engaged all manner of foes on land and sea. All the while stealing anything that wasn't nailed down, and having a go with a claw-hammer at anything that was. He and Da Ironfangs are always ready to run away from whatever the world throws at them! Adm'rul Kurgan Grimjaw, Orruk Ironjawz Megaboss The Cleavermaws, Orruk Buccaneers of Ghur, led by Kap'n Mogrum Da Butcha, with his first mate Mr Sludga and Navigator-Shaman Lost Uzzog. The Rotmoons, Swashbuckling Orruk Privateers of Chamon, Led by Kapitan Alunzo da Leeva, with Explorer-Shaman El Doctoro. The Chimeras, Orruk Corsairs of Hysh, led by Kap'n Sinbag, with first mate Big Uluc and Mystic-Shaman Weird Khaaan. The Four Pounders, Ogor Leadbelchers Da Wreckers, Fellwater Troggoths led by Trollumbus. Grapeshot, the Rumguzzler Gargant.
  10. Oreaper84


    I am starting of 2018 with moonclan, so i need squigs, squigs, and more squigs. Looking to buy.....
  11. Right so I know in the general's handbook there does not say there is but apparently there is/was a battlion for the spiderfang grots and I was wondering if it could still be used? if so what was in the battlion? How much does it cost? Etc
  12. For some time now, we wanted to release a fantasy model that will fit the Age of Sigmar game. We finally succeeded Please welcome our savage demigod. Humongous orkish idol brought to life by the power of twisted gods of war and mayhem. The ancient essence of destruction incarnated in form of giant elemental! Ahle Ghruda models is 12cm high (to shoulders!). You can find more info about this model here: https://hexy-shop.com/shop/fantasy-miniatures/monsters/ork-demigod-ahle-ghruda/
  13. Hi all I'm on the hunt for some bits some pieces so pm me below with what you got list is below Wanting 1x gitmob grot on wolf 80x gitmob Grots (ideally painted) 6x gore gruntas 4x mournfang Beastclaw raiders battletome
  14. jake3991

    Trying to Pick An Army!

    So I used to play Fantasy and I have recently returned to gaming to find Age Of Sigmar in full swing at my local store. I have an awesome tomb kings army but would love to start a new army from the destruction grand alliance! I plan on doing tournaments/competitive play, I've done a ton of research and settled on two ideas. Most of the info I was able to find online seemed to be pre-generals handbook 2017 which seemed to have changed quite a bit as far as points costs, so I'm not sure if the lists I've cooked up are still a good idea for a tournament list. Both lists are written for 2000 points, let me know what you think! Any input is great! Also what is the feeling on destruction? How does it tend to do? I List 1: Mixed Destruction This one has got some awesome monsters and a solid blocking force of gross with some basic battlelines to grab objectives and the like. The grot unit with the fanatics is definitely no joke but my major concern here is depth, if I lost one of the monsters to early it could be all over. It definitely revolves around the 3 monsters and I'm not so sure that after the 2017 points increase this still makes sense. Frostlord on stonehorn-460 Huskard on thudertusk (x2)-760 Moonclan Grots, mob of 60-360 Savage Oruuks, 10-120 Savage Oruuks, 10-120 Grot Fanatics, 6-200 List 2: Ironjawz I really like this one but I am concerned with lack of mobility and I'm not so sure how this would do against a kurnoth hunter heavy list or the flesh eater courts I played against the other night. Megaboss on Maw-Krusha-460 Warchanter-80 Warchanter-80 Shaman-120 Ardboys, 10-180 Ardboys, 10-180 Brutes, 10-360 Brutes, 10- 360 Gore gruntas, 3-140
  15. Hey all Me and my partner have invested in ogres and grots and giants here is our list it not competitive but it has all the means to win games objective scorers and big threats not sure what traits and artifacts to take so ideas and comments to would be awesome as we're still new to destruction 2000pts list + Leader + Butcher with cauldron Gitmob shaman Gitmob Grot Shaman + Battleline + 40 gitmob Grots 40 git mob Grots 6 Leadbelchers 6 Leadbelchers 12 Ogors + Behemoth + Aleguzzler Gargant Aleguzzler Gargant
  16. Hello and welcome to my Spiderfang Grots progress log! There'll be drama! Suspense! Romance (ew)! Also probably a lot of me questioning why I decided to do this. But why Spiderfang I hear you hypothetically ask? It's simple - a Spiderfang army hits all my favourite hobby points; it's colourful, beautiful on the tabletop, and makes use of a small but diverse array of models. Now, to go through the pictures I posted with this first update: I'm building towards a Spiderfang Venom Mob formation, which for those not in the know consists of 1 Big Boss on Gigantic Spider, 3 Arachnarok Spiders, and 3 units of Spider Riders. I've already discussed the issues with the formation with my group and they're fine with me using the new warscrolls with it. I've put the Arachnaroks on 130mm round bases. I tried 160mm originally (using a paper template) but it was a little too big, it overwhelmed the model. I wanted the model to be the focus, not the base, so 130mm ended up being the best choice. Another point I should make is that some of the models I'm working on I acquired secondhand, which unfortunately means I was only provided about 14 goblins to go on the howdahs. I've decided to put at least 4 goblins on each howdah (plus the shamans) to represent the number of bow and spear attacks the model gets according to its warscroll. In terms of paint scheme, I'm planning on painting the 3 arachnaroks slightly differently from one another. Each unit of 10 spider riders will be painted to match one of the arachnaroks, a bit like the arachnarok is the mother spider and the smaller ones are her brood. The army will be unified by the other colours, such as the turquoise feathers and green goblin skin. This way, even though the spiders are different colours, the army will be cohesive. The army list I'm working on includes 2 units of 10 spider riders and one big unit of 20, plus a unit of 20 grot scuttlings (my group has agreed to let me use them as gitmob grots with the Spiderfang keyword). Anyway, watch this space for more updates, and feel free to leave any comments you like! I'll be updating this as I make progress, including hopefully some battle reports to show you all how the army performs on the table top. Thanks for reading, I'll update soon!
  17. Sadysaneto

    GH2017 - Moonclan Discussion

    Gotta say im really disapointed with moonclan Grots went up 10 pts, and get discount at 60 models. thing is - Almost nobody fielded many 40 grots units, i don´t see how we´ll be able to field 60 now. Oh, and Mind you, the discounted cost for 60 grots now is the same as the full costo for 60 grots in ghb16, So, yeah... grot wartboss (on/off squig) went up 40 points 4o points!!!! . Eeesh... shaman went up 20. Fanatics went from 30 each for units of 30, with an increase of 10 points in total. all in all, i hate to be that guy, but i really can´t see any improvement on moonclan. Actually, imo, it got even harder to field a good list of moonclan. Really disapointed. And sorry for the rant.
  18. So I rocked up to Rain of Stars with my "mostly Grots" list: Goregutz the Troll Hag 400 Stompy the Rogue Idol of Gork 480 Char the Magma Dragon 520 Grimjaw the Dread Maw 440 Morejaw the Dread Maw 440 20 Grots (the Green Moon Clan) 120 3 Fanatics 90 This list was intended for SCGT style tournaments (where monsters can always score), so it suffers a lot under the GH. I only had one hero for example and a low model count for scoring. Game 1 I was drawn against the replacement player Laurie - we had a mutual friend Bowlzee and he was a true gent. He had had to use a borrowed army, which was: Archaon Hellcannon Varanguard Harbinger 5 Marauder Cavalry 10 Plaguebearers 10 Plaguebearers 3 Bile Trolls The Battleplan was Blood and Glory (4 objectives - you can claim and then move off). Deployment I had essentially one decision to make, which was whether to go double Dread Maw or Dread Maw plus Magma Dragon. My thinking in taking the latter was that the Magma Dragon could get its 2 D6 mortal wounds against the blocks of 10 Plaguebearers in cover (I knew they had wards), so i could put early pressure on his objective on my right. I regretted this in hindsight. I basically feinted with the Grots on the left and put all my other units on the right. Laurie put his Hellcannon on my left with a bunker of Plaguebearers to stop my Dreadmaw killing it. I made my General Char, the Magma Dragon, so he could take Bellowing Shout for +1 to hit. I let Laurie go first. Battleround 1 Laurie moved up his cavalry and turned the Varanguard Nurgle (so they benefitted from the ward save from the Harbinger). The Hellcannon did a casual 9 mortal wounds on the Magma Dragon. I responded by surging forward with really good rolls for Rampaging. The Magma Dragon was wounded, so i sent it into the Marauder Cavalry and shot 7 wounds off the Plaguebearers. The Troll Hag also shot some wounds off the Varanguard. The Rogue Idol made it into the Varanguard. My Dread Maw emerged on the far right and made its charge into the Plaguebearers on the objective. It thought rolling a triple one for three 2+ wound rolls was acceptable. However, it still finished off the unit. The Rogue Idol fluffed its attacks, such that only one Varanguard died, with another left on one wound. This was costly as the double pile in meant it got 4 whole models worth of attacks instead of 2. The grots advanced on my left and strung out a line towards the middle of the table - the trap was laid. The Marauder Cavalry did 3 wounds to the Magma Dragon. In hindsight, I should have taken the first turn and just alpha striked the Magma Dragon (with mystic shield) into the Varanguard before they got their ward saves up and killed the whole unit, then i would hope that Archaon would fail his Slayer of Kings roll. At this point I'm holding 3 objectives, but only scoring at the end of the game. Battleround 2 Crucially - I lost the initiative. Archaon sidestepped the Rogue Idol and advanced towards the Troll Hag. The Hellcannon did another 9 mortal wounds to the Magma Dragon - killing it. The lone fanatic popped out of the Grots and charged Archaon (rolled an 11 I think - that's why the grots are out of frame) - pinning him in place unable to charge Goregutz the Hag. 30 points versus 700. Boom! The Varanguard inflicted heavy damage on the Rogue Idol. Stompy finally killed the second Varanguard (but Laurie rolled obscenely well for ward saves all game). Archaon smashed the Fanatic - raging with fury. In my turn, the Dread Maw failed its mystical terrain test (I had no choice as the terrain was where the Plaguebearers had been guarding his objective). My luck went to pieces from this point on. Stompy and the Troll Hag still failed to kill the Varanguard. The Grots engaged the Plaguebearers and did zero damage. I lost a few in return and a few more to Battleshock. Battleround 3 I lost the initiative again. This time the Hellcannon took off the Rogue Idol. Free of the fanatic, Archaon went towards my table edge to capture my objective (instead of attacking). The Troll Hag finally got rid of the Varanguard. The Dread Maw passed its mystical test, but rolled terribly for movement. The Grots retreated forwards towards the Hellcannon - hoping I would get a double turn to kill off the crew. Laurie had 2 objectives and I held 2 also. Battleround 4 I lost the initiative again ( so no Grots triumphantly taking down crew) Now it was down to trying to prevent a major loss. Archaon came back from the objective and attacked the Troll Hag. In combination with the Hellcannon he killed it. The Plaguebearers and Grots exchanged some inconsequential attacks. In my turn, the Dread Maw managed a decent move to recapture the objective that Archaon had previously nabbed. The Grots now had to retreat and formed a patchy line so as to block the Plaguebearers from getting any models within 6 of the objective. Battleround 5 Now thinking that I've missed a turn somewhere. Anyway - I think I finally won the initiative and held onto my objectives. Laurie couldn't get a major. In his turn, Archaon came down and rolled well to kill off the Dread Maw. He would have gotten a minor victory anyway due to kill points. I was disappointed with how few Kill Points i got. Laurie didn't make any mistakes other than because he didn't know exactly how fanatics work. I thought I played it pretty well, especially on the left flank where the grots held up a much more valuable chunk of Laurie's army (and could have taken out the Hellcannon crew with a double turn). I certainly focussed hard on the objectives, which helped and rightly didn't even try to touch Archaon. Visually, Archaon and the Varanguard against the monster mash looked amazing. A really fun game for both of us. In hindsight again - why didn't I just use the shooting attack of the magma Dragon to fry the crew of the Hellcannon - effective range of 34 inches - derp. I think I was focussed too much on using the double damage against blocks of 10+ models to clear off the objective. After that game I shelved the Magma Dragon and went for Double Dread Maw.
  19. Almost ready to play with my Fellwater Moonclan. I only need to decide a Command trait for my general and 2 Artefacts of Destruction (Running Great Moonclan) Wich trait and Artefacts are great for a moonclan army? I run these heroes: Moonclan Grot warboss Moonclan Grot Shaman Moonclan grots warboss on cavee squig Trollhag Right now i want to take Bellowing Tyrant (Grot Warboss) Battlebrew for Trollhag and warboss on cave squig What are ya thoughts?
  20. So, some of you might be wondering what happened with my Kharadron Overlords project, and the answer is quite simple, KO models are far too complex and detailed to sculpt a full army while being to expensive for me to afford with my limited student allowance, so Barak-Val is on hold until a Start Collecting box gets released or I get a job (let's hope for the first one because there are still years left until I finish all my studies...). However my 40k projects are ALSO on hold as I wait for the release of 8th edition, so I had to do something on the meantime. I won't unveil too much about it yet, only that I've been wanting to do something like this since my Fantasy days and that it will involve a lot of sculpting. I hope to have something significant to show soon, but for the meantime I'll leave you with a little teaser: Sorry for the poor quality, this pics were hastily taken while I wait for the greenstuff to dry.
  21. Chapter 1: The Rise of Gestur Hey guys! This is going to be the army log for my Destruction army! It's going to be (somewhat) focused on Beastclaw Raiders, but I intend to throw in a bunch of other Destruction factions into the army as well. I will post my army progress in this thread, and post some fluff every now and then to advance the storyline. The plot will be centered around the Hrafninn Alfrostun trying to hunt a Stormhost down, because let's face it, who can resist that juicy flavor of Sigmar's thunder boys? As of now, I only have a single model fully painted, but there are more to come, promise! I got inspired looking through vacation photos from Tanzania some time ago, and since at the time it was uncertain if my other army (Tomb Kings) would remain pointed in the next iteration of the GH, I decided to just go for it. The theme of my army will be the lumbering beasts of the savannah! I'm in a bit of a rush to get this army ready for some tournaments this year, so I will try to update regularly. Cheers for now! Korpur, Huskard Torr
  22. When the grots of the Raggedy Moon Clan descended from their foothill caves to raid a duardin caravan heading to Greywater Fastness, Zeller Bullfungo and his fellow greenskins were expecting to find precious gemstones and metals. Instead, when all the stunty guards were slaughtered or chased off and the canvases thrown off the carts, to their dismay, all they found were wooden barrels. Barrels upon barrels upon barrels. Most of the clan turned back in disappointment: there were no shiny trinkets here to trade with the other clans and no greenskin was interested in the disgusting brew of the more 'civilised' races. Zeller Bullfungo, the clan's shaman, however, had an idea - quite possibly his first and to this date his best... Whilst the other grots returned to their caves, Zeller returned to the caravan with a pack of squigs and some willing (or intimidated) herders. Together they dragged the barrels (most of them) and returned (most of them) back to the clan's stronghold. Upon returning, Zeller sealed himself in his shamanic chamber, feverishly setting to work; cracking open the kegs and manically throwing in all sorts of strange, colourful fungi. For days, strange chants and magical crackles (and booms) could be heard from outside the cave and just when a small mob of grots were ready to break in and batter Zeller's brains out, he emerged; wide eyed and cackling. What he had created would come to be known as 'moonbrew' and it would forever change the fortunes of the Raggedy Moon Clan. Now addicted to moonbrew, the grots of the Raggedy Moon Clan launched ever daring raids on both human and duardin caravans - throwing away the useless gems and arcane books, seeking only the discusting ales that Zeller could use as a base for his moonbrew. Within months, word of the moonbrew had spread across the hills and surrounding areas, attracting more and more grots to the cause, swelling the clan's numbers. News of the raids also drew the attention of a greedy tribes of ogors and even a roaming gargant. Having 'shanked' the clan's chief, whilst in a moonbrew enduced trance, the scheming Scruk Truffleclub assumed command. Along with Drabtoof - a particularly vicious squig, Scruk quickly cemented his rule and began making dodgy deals and agreements with the surrounding tribes, drawing them together in to an ever swelling band. Thus the Madcap Moonbrew Co. was formed. The terms of membership to the company were simple: Scruk and Zeller would step up production of moonbrew and in exchange, the client tribes would provide the muscle to enable bigger and bolder raids. The Madcap Moonbrew Co. has continued to grow as a loose coalition of moonclan grots, ogors and even an aleguzzler gargant who together, through their mutual love (or addiction) of moonbrew, launch raids upon the caravans and breweries of the free peoples of Ghyran. Zeller now has has aspirations to go 'international' - setting up moonbreweries throughout the mortal realms, adding new exotic flavours of fungi to his repertoire. So, in the words of the Madcap Moonbrew Co., 'We'z commin' fer yoo an' we'z takin' yer brew!' (Here's the main foce I have painted so far)
  23. With the release of the destruction grand alliance book, I decided to collect and paint up a small force of ogres (ogors) and other members of the grand alliance. I've always loved these chubby brutes and I think the models have aged really well and I've always had a soft spot for greenskins too! Part of my mission was to cut costs - so all model purchases will be made on ebay and other second hand or reduced priced outlets - hence the name of the group - 'The Tight-Fist Clan' Like me, they will be a tight fisted bunch. So - progress so far: completed a unit of 6 ogors - the iron fists are magnetised to allow them to be swapped for an additional weapon (not having played AOS yet... I wasn't sure what the best weapon option would be) A closer shot of a few members I'm aiming to give each unit its own 'wound gnoblar' to help keep track of wounds on the unit, here's mine for the first unit: A close up on the banner and lookout gnoblar: And lastly, my latest bit of progress - a grot shaman. Really enjoyed painting this guy C&C welcome!
  24. Thaumaturge

    All goblin army viable?

    I'm a bit new to the game and just curious if an all Gitmob/Moonclan/Spiderfang is a viable thing, since most of the lists I've seen mix in other Destruction elements. I also have a few specific questions, which I shall number for convenience of answering: 1. Is it true that even measuring from their bases, spear goblins/moonclan are small enough to attack in three ranks? 2. Are the Goblin Warboss and Skarsnik still legal compendium Leaders? 3. Are wolfriders and wolf chariots any good? Do you stick with spears on the riders? Bows seem meh. Also can Nasty Skulkers hide inside Wolf Riders? 4. Do you feel any of the Gitmob artillery is worth it? Do you always take them in at least doubles for the special ability? 5. I also like trolls, and have always lumped them in with goblins in Warhammer. Is there any particular breed that you think works best?