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[1000] - Moonclan/Bonespitterz - Grots and Boarboyz  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Judgemental Grey Knight Justicar






I'm just getting started making an AoS army for matched play, and this is my first thoughts on my 1000 point list:

Moonclan Grots
1- Grot Warboss
1- Grot Shaman
40- Moonclan Grots with Shields, icon, banner
20- Moonclan Grots

Bonesplitterz
10- Savage Boarboyz
10- Savage Boarboyz

The Grots get a better save from shooting with the icons in the unit, allowing them to actually get to combat, then the Warboss can make them more killy once they get there. The Boarboyz hit hard and are fast, to act as flanking units. Thoughts?


 
   
Made in us
Humming Great Unclean One of Nurgle






Bring as many nets as you can, they're free, triple the attack power of the model, and nerf enemy hit rolls within 2". The big grot unit is almost always going to benefit more from inspiring presence than the grot boss' command ability, so you are probably better off running a more durable general.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Judgemental Grey Knight Justicar






Thanks, my plan had been to use Inspiring Presence until they get into combat, then use Stab 'Em Good. I figure with that many attacks (on the 40 Grot unit), they should wipe out whatever they can catch. What General would you suggest?


 
   
Made in us
Humming Great Unclean One of Nurgle






Night goblins don't shine in one combat phase; they shine when playing the game of attrition. Unfortunately they can only do this when they have inspiring presence (it's melee where they really take a lot of casualties). I'd say run at least 5 nets, because each netter gets three attacks! With the enemy taking the hit penalty and tons of wounds every turn the goblins outlast them through weight of numbers. Of course their attacks have crappy hit stats and no rend, so this takes several rounds of combat (thus the inspiration). For a general, I'd recommend a Grot on Great Cave Squig since he has 6 wounds. The command ability is not as good (though note it will add +1" to the destruction allegiance rampage move), but once the big grot blob hits melee they will need inspiring presence every turn anyway.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Judgemental Grey Knight Justicar






Cool, thanks for the help.


 
   
 
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