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Found 45 results

  1. MidasKiss

    Let's chat Grotz and Moonclan

    Hey everyone, I'm about 5 or so months in to Warhammer now. I've been playing Sylvaneth the whole time and love them. Our group is going to do a slow grow after January, we have a tournament here in Australia (we don't have many) and people want to mix it up after prepping so hard for their army. I don't mind, as I used to have a few goblin models as a kid and have massive nostalgia. On the podcasts (not as much scene here) it seems like Moonclan are pretty big, most popular allegiance at Warlords and everyone seems to know someone who plays them. Here it's not quite as nice, I haven't seen a single goblin army at all. I was lucky enough to have the Sylvaneth thread on here as otherwise I'd have no idea what is possible with Sylvaneth given that I've not seen any one else play them (not that I pull of the tactics to any high degree...). Although I'm not the best person to start it, and I can only contribute small things I was curious if any discussion could develop to even close to the same level as the Sylvaneth thread. I guess at the moment grotz are limited by few formations which limits things, and it seems people are holding off for new battletomes atm which is probably wise. I'm not sure what else i'd rather slow grow though, and I guess I can hope for a Moonclan release in particular soon (with hopefully some formations to chuck in some Gitmob warmachines). Would anyone be keen to have a bit of an ongoing discussion? I'm curious what lists people take, I'm not sure if it will be more or less diverse without the formations offered in some of the other armies. Seems like you could mix in various Gitmob grotz for a mixed grot armies, or bring in various other destruction choices while there is no allegiance abilities. I've seen Gorrdrak moonclan mixes, and I'm sure a thundertusk, Gitmob grotz with bows (+ a shaman), or various other combos could work really well with Moonclans impressive stalling and melee combos they can pull off. I'd love to see what you play, how you play, things you think might be good, and etc! Which gitmob warmachines are the best, are warmachines still worth it given the weakness of the crew these days? I have a lot of questions! Cheers, Samuel
  2. AthlorianStoners

    Faction advice

    I’m finishing up a project now and always like to plan ahead, so the anticipation for my next project builds. With that in mind I’m looking to start a new army based on one of the following: -Nighthaunt -Disposessed -Moonclan -Clan Skryre My current armies are FEC, BCR and Freeguild, so something a little different to them would be cool. Customisation and conversion are also a big deal to me. If anyone has advice or suggestions I’d love to hear from you
  3. Geckilian

    Mixed Offerings

    Figured I could start a painting plog to chronicle what I've been painting recently, mostly for Malign Portents. From the Malign Portents painting thread these have already been seen - I've been slowly chipping away at the mass of grots, since I need to have 20 finished by the end of month three. 12 are finished so far, with another 6 close behind - After these all I need to paint per se are the standard bearer and musician, as well as the Harbinger. So, not too far left to go. The other project I'll have on the go are aelf soup - mostly focused on the Daughters of Khaine with allies and general Order Aelves, such as kitbashed Executioners from Sisters of Silence, Vanguard-Palladors with Aelf riders and so on. I still need to work out what to make with the largely spare unit of Shadow Warriors I have, since I got them mostly for the helmets for the Executioners - I have a single test model finished for the Witch Aelves which'll get a picture tomorrow when I pop down to the store, and the army will mostly be focused on browns, greens and creams for an almost wood elf aesthetic. On the grot side of things I do have over 150 more grots available should a Moonclan battletome come out, as well as a pair of Arachnaroks and some spear chukkas that need some paint on them. All in all, a pretty hefty amount to get on with.
  4. Grendel

    Starting a Moonclan.

    I'm a long time fantasy player, but have never played AoS, I'm looking to get into it with a Moonclan Grots force and would like to call on your collective wisdom.. I've always loved the theme of Night Goblins, and playing the Skarsnik campaign in Total War got me inspired again. So I'm looking to build a 1k force, which can be expanded to 2k later on. So what's hot and what's not? I definitely want to use the Skarsnik model, with squigs in there. I'm open to the use of allies (200/400pts). I hear spears are better than cuttas? Why is that? Any general advice or guidance is useful.
  5. Velonge

    Fungoid01.jpg

    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

  6. Oldmanlee

    moonclan squig

    Hi all ive been looking at new armys as I'm not enjoying my kharadrons I like the look of moonclan grots my question is can you make a semi competitive list using the squigs?
  7. 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
  8. Killacat

    Gob Nob's moonclan waaaaaghhhh

    New to warhammer and miniatures in general. For my first army I decided to choose a grot based destruction army. I'll be posting picture updates as well as backstory. So far my list for the 1250 point army is: 1 unit of 5 cave squigs 1 unit of 2 squig herders 1 unit of moonclan grots (x20) an arachnarok as wel as a goblin warboss(skarsnik character) (if anyone has any feedback as to good grot army's and or yachting and or tips and tricks to painting them please feel free to reply, all comments are welcome) The finaihed results of my cave squigs shown below, please give me feedback
  9. Sheriff

    20171119_150010a.jpg

  10. Sheriff

    20171119_145541a.jpg

  11. Sheriff

    20171119_145346a.jpg

    WIP of my grot army.
  12. 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
  13. Sheriff

    Moonclan Squig Hopper question

    So I'm strongly considering putting a load of hoppers and the hopper boss in my army, but one bit of the warscroll concerns me. Basically the way its worded suggests that the warboss buff only lets the hopper units in range reroll for movement stuff such as moving and running, not for charging specifically, which would in turn increase the likelihood of doubling the damage from the bitey attacks. I don't want to invest in these units if the damage does not scale with this ability. The hopper's scroll states the following [my emphasis in bold]: ABILITIES Boing! Boing! Boing!: Once in a while, squigs get so much bounce in their springy stride that they become hurtling toothy meteors. If a unit of Grot Squig Hoppers rolls a double for its charge move, each model in the unit can make 4 attacks with its Massive Gobs Full of Teeth instead of 2 in the ensuing combat phase. The Warboss on squig scroll states: COMMAND ABILITY Even More Boingy: If a Grot Warboss uses this ability, then until your next hero phase, all Moonclan units from your army that are within 10" at the beginning of the movement phase can move and run an extra 1". Grot Squig Hopper units that are within 10" at the beginning of the movement phase become even more boingy instead; you can re-roll the dice for these units when determining how far they can move or run in that phase. Any advice appreciated!
  14. Grot Bigboss on Giant Spider (general) [100] Grot Shaman on Arachnarok [280] Grot Shaman [80] Moonclan Grots x20 [130] Fanatics x3 [100] Moonclan Grots x20 [130] Fanatics x3 [100] Moonclan Grots x20 [130] Fanatics x3 [100] Spiderfang Grots x10 [200] Spiderfang Grots x10 [200] Rockgut Troggoths x6 [360] 《 Spare 90 points for 2nd shaman, 5 hoppers, whatever 》 Broad strategy is for the 3 units of Grots to spread a long front line and ensnare enemies before they can attack my spiders. The fanatics will wreck the high armour chargers. The trolls provide a load of tanky wounds to my front line (staying in range of the netters for extra tankiness). Hopefully the above protects the star of the show, the spider riders, who will be doing quadruple damage with the buffs from the general and arachnarok. They charge through gaps in the front line when my Grots heroically flee from battle, dealing a ton of mortal wounds. They spam arrows at squishy horde units too, missing mostly. The general hides at the back. The arachnarok gets stuck in scrapping with high armour monster or hero stuff ideally. Bit worried about battleshock...
  15. Sheriff

    Moonclan lore?

    So I'm just getting into the game, reading the End Times books, and painting my Moonclan & Spiderfang army. What I'm struggling with is understanding the world my army lives in. Can anybody summarize what's going on with this faction, where they live, how they survive, how they ended up in this world at all? I have searched around but found little other than they survived the End Times somehow and now live in caves in a magical realm floating through space. And thats fine, I just want to understand their lives a bit better - did they pick this particular realm for a reason? What sort of environment is it? Perhaps there might be new types of monsters and squigs to tame there? I'm hoping that by understanding them better, I can understand my own army better, and even come up with some inspiration for painting them and playing them.
  16. Hello everyone Recently purchased myself an army and slowly painting them before starting playing properly. I live in Stockport so hope to play at the store there and at Element Games depending on where other players are available. Also around Bury/Bolton. Hit me up if you fancy a game! I purchased a large force of Moonclan and Spiderfang and trolls from which to pick various 2000 point lists to experiment with. I played fantasy as a kid but have long since forgotten the rules (I played Chaos Dwarfs back then). I also play Total War Warhammer, which is what inspired me to get into Age of Sigmar. For those interested here is my army thus far, let me know if you're brave enough to face them! Skarsnik Boss on giant spider Arachnorok with shaman Boss on squig 2 shamen 40 moonclan grots 20 spider riders 6 rockgut trolls 6 fanatics 15 squig hoppers Mangler
  17. clubsmash

    Moonclan 2000 List

    Good afternoon! This is my Moonclan list. I have ordered most of the stuff now and am going to have a lot of painting and basing to keep me occupied (thinking of a glowing cave kinda theme). Moonclan List 2000 80 Grot Warboss x1 (Moon-prodder and Giant Squig) 60 Grot Shaman x1 60 Grot Shaman x1 240 Moonclan Grots x40 (Shield and Spear for that extra reach, both banners, 6 netters) 30 Fanatic x1 30 Fanatic x1 240 Moonclan Grots x40 (Shield and Spear for that extra reach, both banners, 6 netters) 30 Fanatic x1 30 Fanatic x1 240 Moonclan Grots x40 (Shield and Spear for that extra reach, both banners, 6 netters) 30 Fanatic x1 60 Fanatic x2 240 Mangler Squig x1 240 Mangler Squig x1 300 Colossal Squig x1 80 Great Moonclan Battalion x1 Total Points 1990. Let me know what you all think.
  18. Titus

    fanatics

    Hello everybody About the rule "release the fanatics" it says "At the start of any charge phase... set up the fanatics within 1 inch of the unit that is hiding them, The fanatics can then charge" Yesterday my opponent released his fanatics during his charge phase, but his unit was already engaged, so when he released them, the fanatics were already less than 3 inches from my models. In this case, can the fanatics still perform a charge move? Or are they locked in combat immediately after the release? Because the rule says, under the section CHARGE PHASE, "You may not pick a unit that is within 3'' of the enemy" And in this situation the fanatics are within 3'' when they are released. What do you think?
  19. Congratz

    Fellwater Moonclan

    I have tried really hard to make a somewhat competitve army with a troll hag (400 point is pretty expensive) but i finally got the idea. What are your thoughts? 1x Skarnsik, Warlord of the Eight Peaks 1x Troll hag 1x Warboss on Cave Squig 1x Grot Shaman 20x Grots (stabbas n' shield, full command) 20x Grots (stabbas n' shield, full command) 20x Grots (stabbas n shield, full command 2x Grot Fanatic 2x Grot Fanatic 10x Squig hoppers 3x Fellwater Troggoths 3x Fellwater Troggoths 1x Colossal Squig 1980 points I might change one of the grots to bowz but the seem pretty bad. I have never tried Squig hoppers but they seem fun (works well with Warboss on Cave squig) Im not sure about the colossal squig it's pretty expensive. Have a great day
  20. Is it worth having netters in a unit of bowmen Have a great day
  21. Groje

    Moonclan Grots

    © Groje

  22. 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.
  23. 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!
  24. Bob Destroyer of Worlds

    Moon Clan Banners Badmoon vs Grot Flag

    Hi Everyone I'm putting together some Moonclan Grots and GW rather unhelpfully has given me 1 pole but two banners. The Bad Moon Icon and the Grot Flag, which has different rules. I'm not sure which one is better. I know the grots have rubbish bravery so being able to add 2 sounds good with the flag. However not getting hit with shooting by adding 1 to the roll with the icon also sounds good. I also like the look of the flag more and was going to go for that. Then I saw the rules on the war scroll. So before I glue them together and get stuck with the choice what does everyone else think. Cheers
  25. 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...
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