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Made in gb
Master Engineer with a Brace of Pistols






I've always loved night goblins and I'm interested in starting an army of them. Looking at their rules, I think that a big unit of poking stick armed grots with net carriers backed up by fanatics and archers seems like a good idea. With a big enough unit with the war boss, they'll be surprisingly nasty. If I get a shaman in there too, they can get a pretty decent save as well. It is possible to have grot flags and bad moon icons in the same unit right?

What about squibs? I guess they're needed as well. Wouldn't be a moongrot clan army without them right?I just wish that the squig gobba wasn't so absolutely terrible, because it would make a great centre piece. Hell, maybe I should get it anyway.

This message was edited 1 time. Last update was at 2016/11/06 00:53:17


 
   
Made in us
Humming Great Unclean One of Nurgle






Well first off, use the Great Moonclan battalion. Also, don't use a Big Boss on Foot as your general. With 4 wounds he's too squishy and trust me, you are rarely if ever going to use a command ability other than Inspiring presence. Nets are free, so spam em if you got em. Moonclan archers are meh because their wound roll bonus only applies in melee, though in units of 20 they are nice for objective holding and occasionally causing a wound. Regarding unit size in general, run units in 20 or 60, never 40. Because of scaling bonuses based on unit size, 60 is the most points efficient while 20 is the cheapest way to fill battleline/battalion requirements.

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 gb
Master Engineer with a Brace of Pistols






 NinthMusketeer wrote:
Well first off, use the Great Moonclan battalion. Also, don't use a Big Boss on Foot as your general. With 4 wounds he's too squishy and trust me, you are rarely if ever going to use a command ability other than Inspiring presence. Nets are free, so spam em if you got em. Moonclan archers are meh because their wound roll bonus only applies in melee, though in units of 20 they are nice for objective holding and occasionally causing a wound. Regarding unit size in general, run units in 20 or 60, never 40. Because of scaling bonuses based on unit size, 60 is the most points efficient while 20 is the cheapest way to fill battleline/battalion requirements.


Thanks for the advice!

So you recommend taking a Big Boss on a Squig over one on foot? What about one with a cave Squig and a Moon Prodder? The Skarsnik model? Not worth it?

Also, my Idol Of Gork from Battle For Skull Pass arrived today, so I'm serious about starting this army now.
   
Made in us
Humming Great Unclean One of Nurgle






The not-Skarsnik build still has 4 wounds, compared to the Squig Boss' 6. Running Skarsnik himself can be worthwhile, but then you give up the bellowing tyrant command trait which works very well with the battalion.

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. 
   
 
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