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

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Ideally we want at 2 Troggbosses, enough to ensure the CA doesn't get sniped but iirc from when I looked through the book yesterday the only difference between the Troggboss and the normal Troggoths was +2 wounds and the CA. 80 points is to much to justify going beyond the point you've secured your CA. Anyway that's 600 points down the pan before we do anything else, leaving us with only 1400 points to actually play with. 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! While the Troggoth is no slouch in combat, it isn’t the fastest creature around. Kunnin’ bosses will want to take advantage of the Supa Sneaky command trait. It really is a simple list. It walks forwards, kills what it hits (hopefully) and takes objectives that way. Yes, it’s relatively slow, but any army of Troggs will be! Importantly it looks very fun to put down onto the table. Oops All Dankhold Troggs have the Glowy Howzit , a mighty 4+ ward artefact that gets turned off if you roll a 1 after taking damage that isn’t negated, and the Pet Gribbly which gives +1 wound and then +1 to hit and wound if you roll a 1 after taking damage that isn’t negated.

There are a mountain of warscrolls here, so this isn’t an exhaustive list of everything in the book and everything that’s changed. Heroes Living Landmark –Thematically this one is my favourite, the general has blended in so well with the terrain that the enemy army hasn’t spotted him. It’s a turn-one-only deepstrike that has to be placed within 3″ of a terrain piece and still more than 9″ away from enemies. Unfortunately this means Trugg would forgo his Leystone in turn 1 which you don’t want to miss out on for defensive buffs. Placing on a Troggboss however to get into enemy lines early with an otherwise slow model is very powerful. Artefacts Dankhold General or Skragrott, I really think those are the only 2 general choices for Dankhold armies. Thanks very much to Games Workshop for providing us with this product for content creation and preview purposes. The Troggherds played a vital part of Skragrott the Loonking's conquest of Skrappa Spill. [2b] Organisation

What the bad moon does is provide a benefit to any unit under its light, which means wholly within the large quarter that the moon is occupying, or the entire board if it’s in the centre. 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. Grimscuttle is a total rewrite from the old White Dwarf rules and feels like it still doesn’t quite get there for what is one of the weaker standalone parts of the army. This now lets you deploy up to two spiderfang units off the board with each skitterstrand that you have already deployed in ambush from beyond – bringing all the units on together when the skitterstrand deploys onto the board. It’s certainly an interesting way to keep some of your units safe from early alpha strikes, but can leave you at the mercy of multiple 9” charges. Battalions

The troll hag is cool as a model, but not exactly something I want to paint or field as it's a bit rank (which is impressive for a miniature), so what I'd likely do is get a Dankhold and get converting; I'm thinking of a hood over its face that covers its eyes and some shamanistic additions. Along with a 120mm base of course. Not a case of it might be cheaper, it's just the aesthetics. 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 Moonclan units get Frothing Zealots for everyone’s favourite 4+ rally and Lunar Squigs still provides the excellent ability to run and charge for squigs. Spiderfang Venom upgrades the spider venom of your spiderfang units to trigger on an unmodified 5+, and Moonlit Hide is your trogg buff for +1 to save rolls. Seeming to be intertwined with the magical atunements of each Mortal Realm within Age of Sigmar, the construct is impacting Trugg in bizarre ways. Unfortunately, the main impact that Trugg is aware of is the earth-shattering headache that it is inducing upon him, likely exacerbated by Troggoth’s innate repulsion of magic. Kitted-out King 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.Troggoths are not complex creatures, they care not for deep aspirations. They sleep in their caves and if it were up to them they’d like to keep it that way. Glogg, a particularly cunning Troggoth (by which I mean only somewhat stupid instead of very) who has, despite all odds managed to form his own Trogherd and keep it going. Most Trogherds tend to burn out after a time, once their hunger has been satiated and they return to sleep. Glogg has, somehow, kept it going though no one is sure how. Guided by the Badmoon, this particularly dangerous Trogherd travels across the Mortal Realms, seeking new strains of fungi to eat. 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. These massive Troggoths are tough enough to go toe to toe with the biggest monsters in the game and come out on top. Capable of regenerating wounds and shrugging off spells with ease, they’re perfect for any general looking to give their army a bit of extra punch – literally. For those of you with a spiderfang general, Spider Riders can be battleline and certainly exist. A bit more exciting is the Arachnarok Spider with Spiderfang Warparty , giving the faction its sole ability to monster mash if you’re that way inclined. No longer relegated to being the worst big spider but it’s battleline I guess, the warparty now counts as 10 models for contesting objectives which is really good! Behemoth Aelementor ( Cloud-Spirit • Spirit of the Mountain • Spirit of the Wind) • Flamegheist • Living Land • Shadow Daemon • Spite

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

Kizik - Naglig - Snazzgar Stinkmullett - Skragrott - Zarbag - Spittlegit Spiderkin - Mollog - Murkthudd The kit also features a crew of grots for reloading and general maintenance, so the orruk operator can focus on making those lethal aimed shots. 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] Members Their fantastic damage potential makes both units excellent additions to a Kruleboyz army, so let’s take a look at their warscrolls for all the juicy details. Breaka-boss on Mirebrute Troggoth

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