If you love Squigs in either 40k of Age of Sigmar you are not going to want to miss this article on how to field an army of them!
A personal favorite of a lot of Age of Sigmar players are the cuddly lovable Squigs. (I imagine it is only a matter of time until we get Squig plushies) A very popular model in the world that was, and a surprise army in Age of Sigmar 2017 3rd heat (see here), they are even more deadly and fun to play in the new Gloomspite Gitz army.
This article will build a 1000 point army, followed by another one that then takes what we do here and makes a 2000 point build.
*Like the Troggoth army this one is going to be pricey as well*
Speaking of Troggs, last week we looked at playing the Troggoths at 1,000 and 2,000 points. You can find those tactics posts below:
Back to Squigs though, let’s look at what the special rules are for the Gloomspite Gitz:
Bad Moon:
The Bad Moon starts in the corner of the battlefield and then starting in the second battle round it moves randomly around the table depending on the roll of a dice. This then determines where on the battlefield its light effects.
It does the following things:
- Pick 1 enemy unit and roll a dice, if it is equal to or less than the number of models in the unit it suffers D3 mortal wounds.
- Add 1 to casting rolls for Gloomspite Gitz Wizards, and subtract 1 from all others. You receive 1 extra command point if your general is in the light. Squigs can run and charge.
- Moonclan Grots can re-roll hit rolls of 1.
- Spider fangs venom go off on a 5+, rather than 6+.
- Troggoths regeneration ability you can re-roll the dice if the first roll is unsuccessful, or if the first roll is successful double the wounds healed.
Bad Moon Loonshrine:
It is set up wholly within your territory, more than 12” from enemy territory and more than 1” from other terrain. Gloomspite Gitz wholly within 12” are immune to battleshock tests. If a friendly Stabba or Shoota unit is destroyed roll a die and on a 4+, you can set up half that unit within 12” of this model and more than 3” from enemy units. Destroyed units can only be replaced once, and replacement units cannot themselves be replaced.
I find it is usually best to start with battle lines and the leader model required to take them as one when building a new army.
- Loonboss on Mangler Squig: 300 Points (Leader 1 of 4, Behemoth 1 of 2, General) ($80)
- 6 Squig Herd: 70 Points (Battleline 1 of 2 Required) ($45 for 12)
- 5 Squig Hoppers: 90 Points (Battleline 2 of 2 Required) ($50 for 10)
- Bad Moon Loonshrine: 0 Points Scenery ($60)
Total: 460 Points (Cost: $235)
Loonboss on Mangler Squig: Move (Damage Table 3D6 to D6 fly), 4+ Save, 10 Bravery, 12 Wounds.
He has 4 different attacks the first is a moon cutta: Range 1”, 5 Attacks, Hitting on a 3+, wounding on 4+, for 1 Damage.
Then Huge Fang Filled Gobs: Range 2”, 4 Attacks, Hitting (Damage Table 3+ up to 5+) , Wounding 3 +, with -1 Rend, for D6 Damage. Balls and Chains: Range 2”, Attacks (Damage Table 7 down to 5), Hitting and Wounding on a 3+, with -2 Rend, for D3 Damage.
Grots Bashing Sticks: Range 1”, 4 Attacks, Hitting and Wounding on a 4+, for 1 Damage. If this model charged add 1 to the hit rolls for the Balls and Chains. Once per battle you can re roll hit and wound rolls for the Moon Cutta. When this model is slain roll a dice for each unit within 6”, on a 4+ they suffer D3 mortal wounds.
Finally his command ability is used in the combat phase and lets you add 1 to Wound rolls for friendly squig units wholly within 18” of this model.
Squig Hoppers: Move 3D6 (fly), 6+ Save, 4 Bravery, 2 Wounds
They have two different attacks the first is a slitta: Range 1”, 1 Attacks, Hitting and Wounding on a 5+, for 1 Damage. Then a Fang Filled Gob: Range 1”, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. The leader of this unit adds 1 to his hit rolls with the slitta. When the unit has made a normal move, pick 1 enemy unit and roll a dice for each model in this unit that passed across them, on a 4+ they suffer a mortal wound.
Squig Herd: Move 5”, 6+ Save, 3 Bravery, 2 Wounds
They have two melee weapons, the first is the Fang Filled Gob: Range 1”, 2 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. Then the Squig Prodder: Range 1”, 2 Attacks, Hitting and Wounding on a 5+, for 1 Damage. (1 in every 6 models must be a squig herder) You can re roll run and charge rolls while there is a squig herder in the unit. Each time a cave squig from this unit flees roll a dice, on a 4+ it deals a mortal wound to the nearest other unit within 6”.
This makes your army legal in a 1000 point game but you’re not going to do much with a single unit of 5 Squig Hoppers, so lets add 5 more to each unit. Then you will want to fill out some more of the leader areas to add some buffing to your troops. So, your new army will look something like this.
- Loonboss on Mangler Squig: 300 Points (Leader 1 of 4, Behemoth 1 of 2, General)
- Fungoid Cave Shaman: 90 Points (Leader 2 of 4) ($35)
- Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 4) ($23)
- 12 Squig Herd: 140 Points (Battleline 1 of 2 Required)
- 10 Squig Hoppers: 180 Points (Battleline 2 of 2 Required)
Total: 820 Points (Cost: $293)
Fungoid Cave Shaman: Move 5”, 6+ Save, 4 Bravery, 4 Wounds
He has two melee weapons, the first is a Moon Sickle: Range 1”, 3 Attacks, Hitting and Wounding on a 4+, with -1 Rend, for 1 Damage. Then his Spore Squig’s Vicious Teeth: Range 1”, 2 Attacks, Hitting and Wounding on a 4+, for 1 Damage. At the start of your hero phase roll a dice, on a 4+ you receive an additional command point.
Each time you allocate an unsaved wound or mortal wound on a 4+ it is negated. Once per battle this model can attempt to cast an additional spell witch his unique spell being Spore Maw: Casting Value 7, Each enemy unit within D6” of the caster suffers D3 mortal wounds.
Loonboss on Giant Cave Squig: Move 2D6 (fly), 4+ Save, 6 Bravery, 6 Wounds.
He has either a Moon Cutta: Range 1”, 5 Attacks, Hitting on a 3+m Wounding on a 4+, for 1 Damage. Or a Stabba: Range 2”, 5 Attacks, Hitting on a 4+, Wounding on a 3+, for 1 Damage. Then the Squig has a Massive Fang – Filled Gob: Range 1”, 4 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D3 Damage. Once per battle you can choose to re roll hit and wound rolls for the moon stabba or cutta. His command ability is used at the start of the movement phase and all friendly squig models wholly within 12” can move an extra 3”.
This gives you a glass cannon of a general, a great magic user, and another boss model that can buff your squigs turn 1 to get them into combat. With the last 180 points I think you should add another magic user with the Madcap Shaman to round out your 4 leaders, and a unit of elite squigs with a unit of Boingrot Bounderz.
Your final Army at 1000 Points will look like this:
- Loonboss on Mangler Squig: 300 Points (Leader 1 of 4, Behemoth 1 of 2, General)
- Fungoid Cave Shaman: 90 Points (Leader 2 of 4)
- Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 4)
- Madcap Shaman: 80 Points (Leader 4 of 4) ($15)
- 12 Squig Herd: 140 Points (Battleline 1 of 2 Required)
- 10 Squig Hoppers: 180 Points (Battleline 2 of 2 Required)
- 5 Boingrot Bounderz: 100 Points (No Unit Type) ($50 for 10)
Total: 1000 Points (Cost $358)
Madcap Shaman: Move 5”, 6+ Save, 4 Bravery, 4 Wounds
He has one melee weapon the Moon Staff: Range 2”, 1 Attacks, Hitting and Wounding on a 4+, with a -1 rend, for D3 Damage. Once per battle in your hero phase you can attempt to cast an additional spell, if you do so and the casting roll is a double then this model suffers D3 mortal wounds after the effects of the spell (if any) have been resolved. His unique spell is Night Shroud: Casting Value 5, friendly unit wholly within 12”, subtract 1 from missile weapons that target this unit.
Boingrot Bounderz: Move 2D6 (fly), 4+ Save, 5 Bravery, 2 Wounds.
They have two weapons the first is Pokin Lance: range 2”, 2 Attacks, Hitting and Wounding on a 4+, with -1 Rend, for 1 Damage. Then the Fang Filled Gob: Range 1”, 2 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. The leader of the unit adds 1 to hit rolls with the lance. Add 1 to wound rolls with the lance if this unit charged. After this unit made a charge move pick a enemy unit within 1” and roll a dice for each model in this unit, on a 4+ the enemy unit suffers a mortal wound.
Loadouts:
I would first arm my Loonboss on Giant Squig with a stabba because the weapons are basically the same but this one adds 1 to Range. I would give my wizards the Itchy Nuisance spell to force an enemy to attack last in combat phase and Squig Lure which will let your Squigs run and charge I the same turn in case you are unlucky with the bad moon. I would then give my Loonboss on Mangler Squig The Clammy Cowl to make him harder to hit as well as the Cunning Plans command trait to start the game with an additional command point.
Tactics:
This is a fun army to play as there is so much randomness to it. You really can’t control the movement of a lot of your units so when planning out your move think about what the average will be and go from there. Your heavy hitter is your general, so you want to have him dish out as much damage as possible before you opponent takes him down. It’s not a bad idea to cast mystic shield or your madcaps unique spell on him to make him a little more survivable as well. Also, one big weakness is the bravery of your units so be sure to save a command point or to, in case you need to use inspiring presence.
This army is a great starting point for a 2000 point squig army, where you already have 4 leaders (2 of them wizards), a behemoth, and plenty of troops that can cover ground and deal mortal wounds. In the next article, we bring this army up to 2000 points by adding in another battleline and some heavier hitting behemoth models.
Coming in at $358 for 1000 points though does make for an expensive army.