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

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

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

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Da Bad Moon gives us another blessing yet again! Not two months after the last Tome Celestial, we get another one, and for Gloomspite Gitz again! Last time it was The Jaws of Mork aimed at the popular mascot of the Gloomspites, the Squigs. This time, the other, less appreciated mascot, the Troggoths get to shine. These sentient mushrooms are beasts of destruction, focused only on eating and napping and then whatever it takes to get one of those two things. With the newest White Dwarf you can field your own squad of them for a decidedly different type of playstyle from the normal gitz lists. None know for certain how many Troggoths inhabit the realms, but it is theorised by Azyrite scholars that, due to their nonsensical biology, the first of their number came from the deepest and darkest arcane gunge pools when the Realms first formed - essentially making them creation's foetid effluvium, and explaining both their adaptability and attraction to Realmstone. [2a]

Aelementor ( Cloud-Spirit • Spirit of the Mountain • Spirit of the Wind) • Flamegheist • Living Land • Shadow Daemon • Spite 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. 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. 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] MembersThere’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 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. This isn’t a terribly long article because there just isn’t a lot here. The fluff is pretty much what you’d expect, just a bunch of dudes having fun causing mayhem, and the rules aren’t anything we haven’t seen before but they’re powerful and are new for the Gloomspite Gitz. We are going to look at building an army of these bad boys three different ways, using the new battletome.

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. To start just a nice simple well-rounded Trogg list. It’s difficult to make up a list without being a fair amount down on points, so at least the triumph bid is a big possibility! Dust-Gargant • Ghurish Gargant • Mason-Gargant • Mega-Gargant • Mere-Gargant • Moss Gargant • Sky-Titan • Storm Gargant • Ulguan Gargant The arachnarok of the Webspinner Shaman also got 2 extra wounds, upgraded its fangs to 3 damage and now has a flat, non-degrading 10” move – this is a nice change for all of the big spiders. The warscroll spell here got a little bit worse as it’s +1 to the mortal wounds done by the target unit rather than double, but remember that doubling ability is now a command trait. Yes, you can make the Scuttleboss do 6 mortal wounds for every 6 to hit. Battleline The second and most important reason is that for the first time we can now field a 100% Troggoth army and this needs to be celebrated!

The Troggherds played a vital part of Skragrott the Loonking's conquest of Skrappa Spill. [2b] Organisation 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 Daemon Prince • Familiar • Fury • Khornate ( Bloodletter • Bloodthirster) • Nurglite ( Great Unclean One • Nurgling • Plaguebearer) • Slaaneshi ( Daemonette • Keeper of Secrets) • Soul Grinder • Tzeentchian ( Gaunt Summoner • Horror of Tzeentch • Lord of Change) • Verminlord Simple roll a D6 each round and on a 4+ gain a command trait. Welcome addition and hardly a bad thing to have. Artefact: Aetherquartz Studded Hide

There’s three interesting, if not overwhelmingly strong, options for the Dankhold Troggboss. Firstly, Alpha Trogg provides two extra wounds and the Monster keyword, a small mercy for everyone who thought they should be monsters anyway. Trogg Smash is a once per battle 3” mortal wound bomb that triggers after the Troggboss fights. Most intriguing is Loonskin which lets you take one of the non-arachnacauldron Gitz endless spells for 0 points and lets your general attempt to cast it (but crucially, does not make them a wizard so any of those predatory spells will be wild). Artefacts Every turn, Troggoths can attempt to regenerate D3 wounds on a 4+. This adds +1 to the roll, making it a 3+. This makes for reliable healing which will make the fairly tanky Troggoths far more frustrating. Command Ability: Oblivious to Sorcery Covertly shift this hulk into an ambush position, then splat your enemies with those clubs. Given the troggoth’s bulk, Mork would be proud. Beast-skewer Killbow This kit allows you to build your miniature as a Dankhold Troggboss instead. Regardless of your choice of unit, you can customise your miniature with a variety of heads, weapons, arms and accessories for making your models look distinct – great if you're looking to add multiples of these massive monsters to your army. The set also features a host of basing materials you can use on any of your Gloomspite Gitz models. Just one, and it’s a weird one. Troggherd Heavies has a required Troggboss, one Dankhold Troggoth and no optional units. For this you get the Magnificent ability. This is actually OK, Dankholds are no longer totally embarrassing, and this is an easy battalion to fulfil for a decent reward. Why there is just one core battalion and only for Troggs is another question, but it’s what we’ve got. Grand StrategiesThe 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. 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. I'm still torn on what exactly I'll be doing since I have a swamp themed Fimir army, but never had any Fellwaters as they were just bad by comparison. Now they're good, so at 2k points I can see myself running 1k points of trolls and 1k points of Fimir as GA Destruction; Arachnacauldron getting those juicy spells out of allegiance. At 1k I'd go Gloomspite. There's always the possibility that I'd go 2k with all trolls but that's too expensive for an immediate buy. Path to Glory rules for your Gloomspite Gitz to concoct strange and esoteric potions to empower your clan. Kragnos gets reprinted here and remains Kragnos. He loves to charge in nice and early with some other big scary melee threats to take advantage of his 3d6” charge aura, and the newly juiced up squigs should suit this purpose nicely if you’re Kragnos-inclined.



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