The Gloomspite Gitz are an army in Age of Sigmar available with many models in Warcry through the book Harbingers of Destruction.
The Gitz are cunning and unpredictable, with many tricks up their sleeve to generate wholescale destruction.
If your strategy involves trusting the randomness of dice in search of awesomeness, this is the warband for you.
What changed in Tome of Champions 2021 for the Gloomspite Gitz Warband?
Note: Tome of Champions 2021 brought some sweeping point changes across all warbands and introduced Bladeborn fighters for most legacy warbands. Those are existing miniatures from the popular game Warhammer Underworlds that find their way in Warcry with new profiles and can be used as allies by everyone in the same Grand Alliance.
You can find all point changes for this warband right here:
- -25 Loonboss on Giant Cave Squig
- -20 Bounder Boss
- -15 Boingrot Bounder
- -10 Boggleye, Brewgit, Loonboss, Moonclan Boss, Scuttleboss, Shroomancer, Spiker
- -5 Fungoid Cave-Shaman, Webspinner Shaman
- +5 Scaremonger, Shoota, Squig Hopper
- +20: Spider Rider
All Gobbapalooza have had small variations in cost (all except one going down 10) but the most interesting change is the Boingrot Bounder and the Loonboss on Giant Cave Squig reduced respectively of 15 and 25 points. Bad news for the Spiderfang lovers, as Spider Riders went up 20 points. Three Bladeborn warbands were added to the roster.
Background and Lore of the Gloomspite Gitz Warband
The Gloomspite Gitz infest the dark and dank places of the Mortal Realms.
They are a collection of vile creatures, each recognizing in the Bad Moon a different aspect of their god. But they all follow the Bad Moon and the destruction and madness it unfolds on mortals when it crosses their path.
The most numerous of the Gloomspite Gitz are the Moonclan Grots. They wear dark robes and inhabit the darkest caves breeding squiggly creatures, invertebrates and fungi.
Fungi in particular are used for many purposes: from food to brew magic potions and hallucinogens.
Squigs can come in multiple forms, but the spherical ones called cave squigs are particularly suited as mounts and as pack animals to send towards the enemy thanks to their voracious appetite.
Another breed is the snufflesquig, nothing more than a big nose with tiny legs but extremely useful in finding the best quality of mushrooms and therefore trained for this particular hunt.
A Sneaky Skrap or warband can be formed also by a particular sub-specie of grot that dwells in the deepest forests and learned to tame or appease gigantic spiders for protection or even to be used as mounts.
Grots are omnipresent so it’s no surprise they can be found in large numbers even in the Eightpoints, either by searching some glass for their potions or other sneaky and nefarious tasks. There’s even who says that some shamans madder than others are trying to call the Bad Moon over the Varanspire…
But how do they play on the tabletop? Let’s take a look at their fighters and abilities.
Overview and Points for the Fighters in the Gloomspite Gitz Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
Loonboss: 165 points
The Loonboss is the military commander of the Moonclan Grots and as such he is a valid leader even of a Sneaky Skrap.
Decent Toughness, low Wounds as all Grots (18) and decent melee attacks (4 attacks at Strength 4 for 2/4 damage make him a just average leader. But considering his cost and the warband average cost, his main strength is in the cost.
His Quad ability, apart the good-sounding name “I’m Da Boss, Now Stab ‘Em Good!“, allows to increase up to 6 the Attack characteristic of all melee fighters around him. This is particular useful with hordes of Stabbas or other high critical damage fighters to increase the chances to roll a 6.
This ability is basically the upgraded version of Stab ‘Em Good, the Triple available to all leaders. Interesting enough, the 2 abilities are stackable if you have 2 different leaders (the second has to be a Hero, or you need to take a Wait action).
But be careful, because if you lose the Loonboss, the bonus disappears as well.
Fungoid Cave-Shaman: 170 points
The spiritual leaders of the Grots are the Shamans and the Fungoid Cave-Shaman is the most representative.
With Toughness 3 you may want to keep him well protected, his greatest strength would be the ranged attack for 3/6 damage up to 7″ distant.
However his Triple ability, Magic Spore Maws, allows to damage any enemy within a 3″ range. It is a bit dangerous also because the maximum damage would be 6 on a 5+ by using a Quad with value 6, but at the right moment can be extremely helpful.
It is probably better suited as a support fighter than as a Leader, so could be your first option as a Hero.
- Moonclan Boss: 140 points
- Stabba with Stabba and Moon Shield: 70 points
- Stabba with Pokin’ Spear and Moon Shield: 70 points
- Stabba with Barbed Net: 45 points
- Shoota: 70 points
The Moonclan Grot box can provide us lots of options.
Let’s start with the Moonclan Boss, the only Leader from this set. He is identical to a Loonboss with 2 Wounds less (16) and no special ability.
For 25 points much better a Loonboss, at least he is “Da Boss” and can tell you to “Stab ‘Em Good”!
The Stabba is the regular melee grot armed with three different weapon loadouts.
The sword or Stabba provides 3 attacks at strength 3 for 3 damage on a critical hit that are already a good starting line for a 70-point miniature.
But if within 6” of a leader that used Stab ‘Em Good (or even a Loonboss) and with a spare extra Double to use Backstabbing Mob, then this little Grot becomes 5 (or more) attacks at strength 4 per action!!
Toughness 4 should help to shield off some attacks, but 8 wounds will not let him survive critical hits.
The Pokin’ Spear sacrifices 1 attack for more critical damage, particular useful when you use a leader ability to increase the number of attacks.
The dreaded Barbed Net in Age of Sigmar, makes his appearance also in Warcry, this time preventing the movement of an enemy when using the Barbed Net ability.
He is the cheapest fighter in the warband together with the Squig Herder, but more useful if you don’t have Squigs. On the other side with Toughness 3 and 8 wounds he will be vaporized by any gentle breeze.
The Shoota is the ranged version of the basic grot and one of the two ranged options in this warband barring a couple of leaders.
As ranged he is unable to use most sneaky abilities as they require a weapon with range 3″ or less and you definitely don’t want to have them in melee.
This means that the 2 attacks at strength 3 and range 12” cannot be improved in any way.
Despite so, 3 damage on a critical hit still represents a good threat and most units will struggle to reach them if they keep distance.
When discussing grots in general, remember their strength is in numbers: one single grot can’t last forever.
Sneaky Snuffler: 85 points
For 85 points you get a 4” movement, toughness 3 but 15 wounds making him a bit stronger than basic infantry at a really reasonable cost.
His snufflesquig attack has 3 attacks, strength 3, damage 2/4 making him an ideal candidate for the Backstabbing Mob ability to raise the chances of attacks going through.
Quite survivable and for a good cost, this is a really decent fighter.
Loonboss on Giant Cave Squig: 250 points
If you think Grots are not crazy enough, then here we start Squig-riding Grots. And the Loonboss on Squig is the best leader your Squig army can deserve.
He is one of the most expensive fighters of the Sneaky Skraps with a profile and cost similar to the Bounder Boss (Flying Movement of 8″ and Toughness 5) but 2 Wounds more (26).
But his damage is on par with fighters of that cost: 4 Attacks, Strength 5 and damage 2/5.
Squig riders trademark ability, Boing! Boing! Boing! allows them to damage an enemy after a movement action nearby potentially going for the kill.
Otherwise better enjoy the 2″ range and avoid immediate retaliation.
- Squig Hopper Boss: 250 points
- Squig Hopper: 205 points
The Squig Hoppers are the light cavalry of the Squig Riders, with Flying movement of 10″ and Toughness (4) and Wounds reduced.
As all squig riders, they have access to the Boing! Boing! Boing! ability to damage enemies on a charge.
Flying allows them to get where they need to be faster especially if the Boss wants to maximise the efficiency of the Stab ‘Em Good ability but also to keep pesky enemies at distance or grab a further objective.
The Squig Hopper has a similar profile to the Boss with less Attacks (4 instead of 5 but still Strength 5 and damage 2/4) and Wounds for a steep price.
As always his survivability will depend on him being surrounded by friendly fighter, and don’t forget that also enables Backstabbing Mob for an extra Attack and Strength.
- Bounder Boss: 245 points
- Boingrot Bounder: 205 points
The Boingrot Bounderz are instead the heavy cavalry of the Squig Riders, with the Boss having an identical profile and abilities of the Loonboss on Giant Cave Squig except 2 Wounds. The choice will depend on points available and favourite miniature.
Compared to the Squig Hopper, his more resilient armour (toughness 5) comes at the cost of less movement (8” but he can still fly) while his spear increases the range (2”) and the damage on a critical (5) sacrificing one attack (4 total).
The Boingrot Bounder maintains the same characteristics as the Boss with toughness 5 and 18 wounds for high survivability, and 3 attacks at range 2” with strength 5.
He is also a really useful fighter for some extra damage anywhere on the battlefield (8” of flying movement) essential if for some reason you are not interested in the Cave Squigs.
- Cave Squig: 140 points
- Squig Herder: 45 points
The Cave Squig is probably the great winner in this warband: toughness 4 and 15 wounds will allow them to resist for a bit while dishing out damage left and right.
4 attacks at strength 5 with damage 2/4 promise a lot of potential throughput. And this can be further improved with the leader’s ability and a Double for 6 attacks at strength 6!!
If you have a Quad instead of a Double you can use the bonus move action from the Sneaky Stab ability and if you reach your target you get a bonus attack with a potential critical hit of 10 damage!!
These adorable pets are the must-have of any Gloomspite warband.
The Squig Herder has the same attacks as the Barbed Net (3 attacks at strength 3), same toughness (3) and same wounds (8) and his main use (part bodies to throw to enemies to delay them or to grab objectives) is to provide a free move to any beast within 4” for a Triple.
As of now, this means only the Cave Squig, but if your leader is still alive and engaged, for a Triple you can give +1 attack and strength to all models within 6” of him… For a Quad you can give the squig already a bonus move AND a bonus attack.
Main advantage is that the bonus move would work in the Herder activation thus allowing the use of any other ability in the squig activation but apart from this the herder does not add much more and it costs a Triple…
But for his cost he is still a good sacrificial pawn and he comes in the same box.
Scuttleboss: 210 points
The Spiderfang clan is a tribe of Grots venerating the Spider God and taking advantage to the exposure to spider’s toxins to attack their preys with their fast movements.
The Scuttleboss is their leader, with a 10″ Movement and a decent survivability (Toughness 4 and 26 Wounds) as all Spider Riders he has access to Spider Bite that for a Triple can really randomly do from 0 up to 18 damage to a nearby enemy. As all grots this randomness is really thematic and some extra damage is always welcome.
But don’t forget for a Triple you can still use Stab ‘Em Good to increase attacks of your friendly fighters.
His attacks are melee only, with 2″ range that allows to keep the distance while dishing out 3 attacks at Strength 4 for 2/4 damage.
Webspinner Shaman: 145 points
The Webspinner Shaman is the religious leader of the Spiderfang. The problem with this little fella is that he is the only one not riding a spider and as such limited with 4″ Movement.
He does have a 7″ ranged attack for decent damage (3/6 at Strength 3) but is still less than the 12″ of a Spider Rider.
Even more interesting, for a Double he can add +1 to the Move characteristic of all spider riders making them fly across the table up 22″. The bonus is activated when the friendly fighters are around the Shaman so it’s still useful to give extra sprint in the first round.
But after that the Shaman will struggle to cope with his companions, so he is a better support hero than the leader of a spider warband.
- Spider Rider Boss: 220 points
- Spider Rider: 170 points
Spider Riders are an interesting cavalry as they have 12″ ranged attack for a bit of damage (1/3 at Strength 3) but also good melee attacks for 2/4 damage at range 2″.
They are on the expensive side (even more after Tome of Champions 2021), but 10″ Movement is really good and thy do not have the Mounted trait.
Toughness 4 and 16 Wounds (22 for the Boss) give them also a decent survivability. They all have access to the random damaging ability Spider Bite for a Triple if you feel lucky.
The Boss has the same cost as the Scuttleboss, adding ranged damage to its quiver, but losing 4 Wounds and 1 Strength on the melee attacks.
Overall this allows them to be a self-contained sub-warband within the Gitz or to add some fast movement options to a more generic Skrap.
- Boggleye: 75 points
- Scaremonger: 90 points
- Shroomancer: 75 points
- Brewgit: 75 points
- Spiker: 75 points
The Gobbapalooza are a particular set of miniatures that can be used individually as a fighter within a Gloomspite Skrap, or as an Ally in any Destruction warband.
Each has its own special ability too.
They all have a similar profile, with Movement 4″, Toughness 3 and 12 Wounds (16 for the Scaremonger).
Also the attacks are the same with Strength 3 and 1/4 damage. Scaremonger and Brewgit have 1 extra Strength (4).
So what differentiates them?
- Boggleye for a Double can use Mesmerise, preventing an enemy to move or disengage on a 3+.
- Brewgit for a Double can use Loonshrine Potion, adding up to 3 to the attacks to a nearby friendly fighter. This is stackable with other abilities.
- Spiker for a Double can use Poison Brew, adding up to 3 to the Strength of a friendly fighter.
- Scaremonger for a Triple can use Bogeyman Dance, adding up to 3″ of Movement to a nearby friendly fighter.
- Shroomancer for a Triple ca use Fungoid Cloud, reducing up to 6 (to a minimum of 1) from the Attack characteristic of an enemy fighter.
In general these fighters are buffers (or debuffers) that can still benefit from the other abilities and with 3-4 attacks each they can do their own in melee. However there’s so many abilities you can use each round, so bringing more than one is probably enough.
Zarbag’s Gitz (980 points)
- Zarbag: 145 points
- Drizgit Da Squig Herder: 110 points
- Prog Da Netter: 50 points
- Snirk Sourtongue: 130 points
- Zarbag’s Gitz Squig: 145 points
- Zarbag’s Gitz Shoota: 85 points
Zarbag’s Gitz are a Gloomspite Gitz Bladeborn warband from Warhammer Underworlds Season 2.
- Face of Da Bad Moon (Double, Zarbag): an enemy within range needs to perform a bonus disengage action or take damage if they cannot.
- Whirling Death (Quad, Snirk): damage all enemies in range.
Zarbag’s Gitz represent a perfect Warcry warband with decent hitters (Snirk and the Squigs), ranged attacks (Zarbag and Shootas), area damage (Snirk’s Quad ability) and numbers (9 fighters).
Zarbag himself has a profile of a Fungoid Cave-shaman without his magic abilities and lower Strength in melee (3). As a Leader, he can increase the melee attacks of all friendly fighters within 6″ by 1 (Stab ‘Em Good) and as the leader of these Bladeborn fighters he can force an enemy within 9″ to disengage or take D6 damage if they cannot. Use his ranged attacks to keep him away from the melee however, that with 16 wounds and Toughness 3 will not last long.
Drizgit is a much improved Squig Herder with the same ability to prod Squigs to make a bonus move, 2″ range melee weapon, higher damage (2/4) and higher Toughness (4) and wounds (12).
Prog is a Stabba with Barbed Net, with same weapon profile and ability to prevent move and disengage options from an enemy within 3″.
Snirk is a Loonmasha Fanatic, a profile so far missing from the Gloomspite. Apart being a Grot that hits more than a Squig (4 attacks at Strength 4 for 3/6 damage at 3″ range!!), he is also able to damage everyone within 3″ depending on the Quad ability’s value (up to 6).
You can enlist up to two Zarbag’s Gitz Squigs (and why shouldn’t you?) that are exactly like a Cave Squig with 2 wounds more and slightly more expensive. But they are decent hitters with Strength 5 and 4 attacks so you will want them both.
You can enlist up to three Zarbag’s Gitz Shoota. They are your ranged option and outside of leaders, one of the few available to the Gloomspite Gitz. They have the same profile as a normal Shoota with 2 more wounds and an increased cost.
Mollog’s Mob (535 points)
- Mollog the Mighty: 330 points
- Bat Squig: 205 points
Mollog’s Mob is a Gloomspite Gitz Bladeborn warband from Warhammer Underworlds Season 2.
- Hurl Jabbertoad (Double, Mollog): a chance to perform some ranged damage.
- Summon Stalagsquig (Double, Mollog): set up Stalagsquig (once per battle) nearby but not engaged to any enemy. The first opponent to pass near Stalagsquig gets damaged.
- Summon Spiteshroom (Triple, Mollog): set up Spiteshroom (once per battle) nearby and reduce by 1 the enemy attacks within range of the Spiteshroom.
This warband is an unusual one since half of the components can only be summoned once per battle and can’t move. Mollog is a veritable beast, with a profile worth of the toughest Skaven Stormfiends: 2 attacks at 2″ range, Strength 6 and 5/10 damage.
35 wounds and Toughness 5 will ensure he will last for a long time, but if you want to be sure, you can park Mollog next to an objective and summon Spiteshroom that will lower all attacks within 6″ radius, meaning the toughest opponents will be most likely reduced to 1 attack per action and the others will need to rely on critical hits to damage Mollog.
The Stalagsquig is basically a one-off trap that can block a chokepoint, otherwise not very useful most of the time, but it costs a Double, so if you don’t have anything else…
Finally, if an enemy pesters you from afar, you have a chance to damage him throwing a Jabbertoad for a Double (up to 6 damage on a 5+ depending on the ability’s value) or to send your loyal Bat Squig that with 6″ flying movement should be able to go anywhere it wants. The rest of the profile is that of a Cave Squig, bit overpriced although.
Rippa’s Snarlfangs (425 points)
- Rippa Narkbad: 180 points
- Mean-Eye: 130 points
- Stabbit: 115 points
Rippa’s Snarlfangs are Gloomspite Gitz third Bladeborn warband from Warhammer Underworlds Season 3.
- Snarlfang’s Jaws (Double, all Snarlfangs): a chance to damage an engaged enemy.
- Ferocious Pounce (Quad, all Snarlfangs): damage an enemy after a move action.
Rippa and his boys are an unusual warband with 8″ movement and all mounted, meaning they can’t pass through archways and doors, or climb.
They have access to two new abilities (on top of the traditional Gloomspite ones): Snarlfang’s Jaws gives them a chance to do up to 6 damage to an enemy engaged (on a 6 depending on the ability’s value), while Ferocious Ponce guarantees that damage at the end of a move phase, but also depends on the ability’s value meaning it seems a bit overpriced as a Quad.
Rippa is the Leader with Toughness 4, 22 wounds and a decent melee profile: 4 attacks at Strength 3 for 2/4 damage. As a Leader he can use Stab ‘Em Good to increase the attacks of all friendly fighters nearby, although the smaller Grots may struggle to follow his higher movement.
Mean-Eye is the archer of the group with up to 15″ range for 2 attacks and 1/4 damage that is better than a Shoota. Stabbit instead has a 2″ weapon that compensates his Toughness 3 (same as Mean-Eye). 3 attacks at Strength 3 for 1/4 damage completes his profile that is not as good as a Squig, but he is cheaper and can move faster.
Abilities for the Gloomspite Gitz Warband
- Backstabbing Mob (Double, Everyone): add +1 Attack and Strength in melee when next to a friendly fighter.
- Barbed Net (Double, Stabba with Barbed Net): chance to prevent move or disengage to an enemy fighter.
- Speed of the Spider God (Double, Webspinner Shaman): increase Move for Spider Riders and Scuttleboss.
- Boing! Boing! Boing! (Triple, Loonboss on Giant Cave Squig, all Squig Hoppers and Boingrots): damage an enemy when finishing a move next to him.
- Spider Bite (Triple, all Spider Riders and Scuttleboss): chance to damage an enemy nearby up to 18 damage.
- Stab ‘Em Good (Triple, all Leaders): add +1 attack to all friendly fighters within range of the leader.
- Go Dat Way! (Triple, Squig Herder): pick a friendly Beast model (Cave Squig) for a bonus move.
- Magic Spire Maws (Triple, Fungoid Cave-Shaman): area damage to every nearby enemy.
- Sneaky Stab (Quad, Everyone): perform a bonus move and a bonus attack. If finishing next to a friendly fighter, increase the damage.
- I’m Da Boss, Now Stab ‘Em Good! (Quad, Loonboss): increases Attack characteristic of all melee fighters in range.
- Gobbapalooza specific abilities are described in their own section.
Strategy and Tactics for the Gloomspite Gitz
This warband has many tricks up their sleeves.
You get a Quad? Find the furthest of your units you want to get in melee and try to do some extra damage in the bonus attack.
They surrounded your boss? Let them pay by ordering everyone to stab them (especially if he is a Loonboss).
You only have doubles but plenty of units engaged against the same enemies? Backstab them!
Now the problem comes if you have isolated units as it will be much easier for your enemy to pick your units of individually and slaughter them taking advantage of the overall low wounds.
Your strategy will then often be to pick strategic points and overrun them with models. In scenarios where you have to defend some units, take advantage of the mobility of certain units to keep the distance and screen the slowest ones with your other units.
Shootas are good options that provide a decent threat at distance but not enough for warbands with low count of models to pursue your units hiding over a roof on a corner of the battlefield.
Spider Riders increase the threat damage with 10″ movement and more survivability, but they also cost more than 2 Shootas.
Squigs are your hard hitters with their strength 5 and toughness 4. Your enemy will most likely underestimate those cuties and pay the consequences!
Alternatively, Boingrot Bounders are also really good hitters and more survivable although they cost almost the double. It is possible to have a viable elite-only warband with Squig Riders, but that is not really the point of a Gitz Skrap… or is it?
A Netter or a Herder are cheap options to fill your roster, both have really situational abilities, but they will not survive a prolonged melee so be careful, especially if they are selected as the prey in certain scenarios.
The Sneaky Snuffler is a good compromise between a Cave Squig and a Stabba for a quite low cost.
The Gobbapalooza introduce situational buffs but there is a limit on how many abilities you can use per turn.
In general you will have more options available that you can think of, but you need to be strategic as a wrong move and their low Wounds count will see your warband evaporate quickly.
Pros and cons of the Gloomspite Gitz Warband
+ Decent toughness on basic infantry
+ Really cheap and really elite options
+ Strength in numbers by surrounding enemies
– Average stats
– Reliant on special abilities
– Need to attack in group to be efficient
Some thematic warbands for Gloomspite Gitz
Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.
Grot Skrap: Loonboss, Fungoid Cave-Shaman, 2 Sneaky Snufflers, 3 Stabbas with Spear, 3 Shootas and 1 Stabba with Barbed Net. A horde of grot, good damage on critical hits, protect your Loonboss and let him explode all attacks of your horde. The Netter is there to prevent an enemy to run away before you can finish him off as Movement 4″ will hinder the warband a bit.
Squig Skrap: Loonboss on Giant Cave Squig, Squig Hopper, 2 Squig Herder and 3 Squigs. The Boingrot Bounderz is a good damage dealer but we personally prefer the Loonboss. The Herders are here to give some free movement to your Squigs that will then take advantage of Stab ‘Em Good or Backstabbing Mob or both for 6 attacks at Strength 6…
Spider Skrap: Webspinner Shaman and 5 Spider Riders. Ranged attacks will allow you to damage before closing in for the killing blow. The Shaman is there to allow your spiders to run as fast as they can towards their target, be an enemy or an objective.
Zarbag’s Gitz: good as it is, just buy the Warhammer Underworlds warband and enjoy!
How to buy a Gloomspite Gitz Warband
Since the Gloomspite Gitz Warcry warband was a limited edition box, now the best chance box to get some Gitz at a discount is the Start Collecting! Gloomspite Gitz including 10 Cave Squigs, 2 Herders, 1 Loonboss and 3 Rockgut Troggoths (usable as Thralls) for £60.
If you prefer individual boxes, the Squig Riders box contains 2 identical sprues, so you can get 5 Squig Hoppers with their boss and 5 Boingrot Bounders with their boss for £30.
The Squig Herd box alone would contain 2 Herders and 10 Cave Squigs for £27.5.
The Loonboss is available for £17.5, the Fungoid Cave-Shaman and the Loonboss on Giant Cave Squig for £22.5 and the entire block of Gobbapalooza for £30. ForgeWorld sells an alternative Loonboss on Giant Cave Squig in the Night Goblin Commando Set for £37.5.
In addition, you will need to buy the Moonclan Grots box for £22.5 for 20 more models. Inside you’ll have one option for the Boss, 2 netters and the remaining 17 you can assemble them in any variety of swords, spears or bows as you prefer.
A cheaper option (15£) that allows you to collect quite a few miniatures is the Zarbag’s Gitz warband for Warhammer Underworlds.
Inside you can find Zarbag (adapted as a herder or a boss), 3 shootas, 2 cave squigs, a netter and two extra miniature of which one that can be used as a Stabba with Pokin’ Spear.
This way you could start with a Zarbag box and then expand where you prefer.
If instead you are tempted by the Spider Riders, then the options are a bit old with the Scuttleboss available only in resin (or metal) for £23.5, the Spider Riders available in a box of 10 with option for a Boss for £20 and the Webspinner Shaman available only as one of the options from assembling an Arachnarok.
All in all, there are many ways to start your warband. Not the cheapest options (since models are from multiple different boxes) but certainly one of the coolest warbands out there.
After having bought all of these sweet gitz, you might feel tempted to start an army for Age of Sigmar.
Tips on painting the Gloomspite Gitz
Show me your Gitz!
I would very much like to display them right here on this page.
All you have to do is send my some files. You can read more about how to make that happen here.
If you have a Gloomspite warband chances are you already have an Age of Sigmar army and there are few suggestions in the battletome on how to paint the miniatures.
Today with the contrast paints you have few really good options to speed paint your models, the video below shows how to paint a Boingrot Bounderz and the same techniques can be used across the entire model range.
For more classic moonclan grots or squig painting you can never go wrong with the videos from Warhammer Community.