Do you want to kill some things with grots? Not squigs, not spiders, not troggs but grots? I did once. And some things did die, though they were mostly grots.
Here is how I did it. First I will outline the core component for the “grot blender” before going over how you can turn it up to 11 (-1 for nettas, -1 for the shroomy and -1 for the webspinner… so 8 really).
Minimum blend:
1 unit of 60 grot Stabbas
1 unit of Fungus Fanatics
1 unit of Snufflers
1 Loonboss
= 620 points of slightly scary death
If the Stabba blob is wholly within 12 inches of the fanatics in your command phase they get +1 attack. If they are wholly within 12 inches of the Snufflers in the movement phase the Snufflers can give up their move to add an additional +1 attack. This is the heart of the blender: 3 attack grots and 5 attack nettas! That’s a maximum of 288 attacks from 60 grots.In reality, it is never going to be that much, but it will be a bunch and can surprise you and your opponent.
The Loonboss has a command ability to give the blob mortal wounds in addition on 6’s to wound. This won’t do a lot, but a handful of mortal wounds will help it against high armour or ethereal units. While not being game breaking it is an important tool that will help you out grind the other grindy units out there. This ability is also wholly within 12 inches and costs a command point, or if the Loonboss is your general it’s wholly within 24 inches, and if he has the dead shouty command trait it’s free.
Maximum blend:
1 unit of 60 grot Stabbas
1 unit of Fungus Fanatics
1 unit of Snufflers
1 Loonboss
1 Gobbapalooza (plus battalion)
1 Madcap Shaman (plus Moonface Mommet)
= 990 points of slightly more scary death
The addition of the Gobbapalooza adds some more buffs to your Stabbas. Rerolling 1s to wound from the Spiker when you are wounding on 2s and scoring mortals on 6s is probably the best. Scaremonger will save you some command points letting the unit reroll runs and charges. The Brewgit lets your Loonboss reroll hits and wounds which is meh… The two wizards have some crazy spells. The Shroomancer giving an enemy an additional -1 to hit (with your nets they should be at -2) and -1 to their save is strong, but it is within 8 inches and hard to get off against real spell casters. The Boggle Eye makes an enemy wholly within 12 inches fight last or makes your unit immune to battle shock (i.e. saves another command point). I like the battalion as I roll a lot of 2s and who doesn’t love a CP and artefact.
The Madcap can either have the teleport or great green spite depending on your preference. The teleport helps keep your Snufflers in range as they have to sacrifice their move to give their buff. The Great Green Spite is a better arcane bolt and gives a little more mortal wound offence to your blender. The real reason he gets included is to carry the Mommet. Giving the grots functionally -1 rend against a unit really helps makes them proppa scary.