The Gloomspite Gitz are an army in Age of Sigmar of which some models, focussed on the Moonclan Grots, can also be used as a Destruction warband for Age of Sigmar: Warcry. 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.
Affiliate link disclosure
Age of Miniatures is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com.
This site also participates in other affiliate programs and is compensated for referring traffic and business to these companies. Read more about our affiliate links here.
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.
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
The Gloomspite warband can be formed by 3 kits including 3 leaders. A fourth kit was added in January: the Sneaky Snufflers.
Moonclan Boss: 150 points
The first kit used is the Moonclat Grots box that gives us the first of our leaders: the boss of the unit. For 150 points you get the cheapest leader available in this warband with moderate survivability (16 wounds and toughness 4).
4 attacks at strength 4 are however an interesting number able to get rid of most weak units (critical hit for 4 damage).
Gloomspitez can find extra attacks behind every rock and leaders have an ability that for a Triple (Stab ‘Em Good) gives +1 attack to any unit within 6” of the leader for weapons with range 3” or less. Now your mob is becoming a murderous horde.
As a cheap leader he definitely can be useful and most of his warband will keep pace with him (4” movement) but don’t’ expect him to get rid of toughest enemies by himself.
Stabba: 70 points
This is your regular grot armed with a sword. 3 attacks at strength 3 for 3 damage on a critical hit are already a good starting line for a 70-point miniature.
But if within 6” of a leader that used Stab ‘Em Good and with a spare extra Double to use Backstabbing Mob (need to be within 1” of another friendly model) then this little Grot becomes 5 attacks at strength 4 per action!!
Toughness 4 should help to shield off some attacks, but 8 wounds will not let him survive long. Remember their strength is in numbers: one single grot can’t last forever.
Stabba with Pokin’ Spear: 70 points
When the grot swaps the sword for the spear he loses one attack for 1” extra range and 1 extra damage on critical hit.
Now 4 damage on a critical becomes dangerous and that extra range may allow him to poke enemies from behind a friendly fighter taking advantage at the same time of the Backstabbing Mob ability.
Not a bad little fella!
Stabba with Barbed Net: 45 points
The so dreaded netters in Warhamme Age of Sigmar re-appear also here in Warcry this time preventing the movement of an enemy when using the Barbed Net ability:
For a double roll a dice and on a 3+ an enemy within 3” cannot move or disengage until the end of the battle round.
This model is the cheapest unit in the warband. This comes at the cost of -1 Toughness (now 3 for an extremely low survivability combined with the 8 wounds), and -1 damage on a critical, with same range, number of attacks and strength of the Stabba with Sword.
The price is really good and the adjustment on survivability is actually not that big of a deal. If you need bodies, this is the fighter to take.
Shoota: 65 points
This is the ranged version of the basic grot.
The only ranged option in this warband and the only unit unable to use the special abilities when shooting.
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 12” distance.
Avoid melee combat for these guys as their profile is the same as the Barbed Net, with toughness 3 and 8 wounds for a really low resistance.
Cave Squig: 140 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 reached 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.
Squig Herder: 45 points
If you bought the Tome of Champions and saw the point cost at 195, don’t worry the actual cards have 45 as point cost that is more reasonable for a grot with the same attacks as the Barbed Net (3 attacks at strength 3), same toughness (3) and same wounds (8).
The herder special ability is to allow 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…
Overall the herder seems like a bit of a trap. I have never really used the ability very successfully. The cost is just too high to justify it.
Squig Hopper Boss: 250 points
From the squig cavalry here comes the first of the 2 leader options: the Squig Hopper Boss.
As all squig riders, he has access to the Boing! Boing! Boing! ability that for a Triple does free damage on a charge (choose an enemy within 1” after you finished the first move and assign as much damage as the value of this ability).
With a flying movement of 10” he can get anywhere pretty comfortably, especially useful to maximise the efficiency of the Stab ‘Em Good ability but also to keep pesky enemies at distance or grab a further objective. With toughness 4 and 22 wounds will hold for some time and whoever is so unfortunate to get too close will be dealt with 5 attacks at strength 5… Remember Stab ‘Em Good? Then now it’s 6 attacks at strength 6 with 4 damage on a critical hit…
He is the right middle way between his more armoured cousin, the Boingrot Boss and the infantry Moonclan Boss. It comes however at a decent price and you will need numbers in this army to be effective.
Squig Hopper: 200 points
The Squig Hopper loses the leader runemark but keeps the same abilities as the Boss (Boing! Boing! Boing! and flying movement of 10!) for a really valid fighter.
4 attacks instead of 5 but same potential damage output and same toughness.
16 wounds for a 200-points model, however, are not many so remember to keep him well surrounded by friendly fighters (and don’t’ forget the Backstabbing Mob ability to pump up his attacks).
Boingrot Boss: 265 points
The last of the leaders is also the most expensive in this warband.
His more resilient armour (toughness 5) comes at the cost of less movement (8” but he can still fly) and his spear increases the range (2”) and the damage on a critical (5, the highest in the warband) sacrificing one attack (4 total).
As resistance goes, 24 wounds should allow him to survive most matches and his high movement to get in the thickest of the melee for maximum range of Stab ‘Em Good. And don’t forget if he is on his own can always do extra damage on the movement for a Triple.
Boingrot Bounder: 220 points
The simpler version of the Boingrot maintains the same characteristics 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.
Sneaky Snuffler: 85 points
As sneaky as his name this model was added after the original cards for the Gloomspite Gitz came out, and was published in a January 2020 for the new “Warcry Gloomspite box”.
As such his card is only available in that box (for now).
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 a range of 1”, 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.
Abilities for the Gloomspite Gitz Warband
- Backstabbing Mob (Double, Everyone): if this fighter is within 1” of another friendly fighter, add +1 attack and strength for attacks with range 3” or less.
- Barbed Net (Double, Stabba with Barbed Net): Pick an enemy fighter within 3” and roll a dice, on a 3+ it cannot move or disengage until the end of the battle round.
- Boing! Boing! Boing! (Triple, all Squig Hoppers and Boingrots): the next time this fighter finishes a move within 1” of an enemy, you can pick 1 enemy within 1” and allocate a number of damage points equal to the value of this ability.
- Stab ‘Em Good (Triple, all Leaders): add +1 attack to all friendly fighters within 6” of the leader for attacks with range 3” or less.
- Go Dat Way! (Triple, Squig Herder): pick a friendly Beast model within 4” for a bonus move.
- Sneaky Stab (Quad, Everyone): This fighter does a bonus move and bonus attack. If the target of the attack is within 1” of him, add the value of this ability to the damage inflicted (hit and critical hit). There is quite a lot of debate on what exactly this means (all attacks?!).
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.
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.
Use them strategically to harass your enemy especially the weakest units, hoping for those critical hits.
Squigs are your hard hitters with their strength 5 (improvable) 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.
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 new Sneaky Snuffler is a good compromise between a Cave Squig and a Stabba for a quite low cost.
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
How to buy a Gloomspite Gitz Warband
The Gloomspite Gitz was between the first to get a Warcry warband box outside of the Chaos warband.
The Gloomspite Gitz Warband box contains 10 Squig riders and 3 Sneaky Snufflers, a strange combination of miniatures for Warcry as it’s more than 2000 warcry points of miniatures and you will rarely use more than few models from this box.
However, the cost is the same as a box of Squig Riders for Age of Sigmar, so you basically get the Snufflers for free and it’s also the only way to get snuffler cards.
The Squig Riders are 2 identical sprues, so you can get 5 Squig Hoppers with their boss and 5 Boingrot Bounders with their boss plus the 3 Sneaky Snufflers (you need 6snufflers for a valid unit in Age of Sigmar) for 30£.
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.
The last traditional box would be the Squig Herd for 27.5£ containing 2 Herders and 10 Cave Squigs.
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 the new Warcry box for a total 45£ and about 3000 points of Warcry miniatures.
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. We have a guide on the Gloomspite Gitz in AoS if you want to look into that.
Tips on painting the Gloomspite Gitz
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.