Allegiance: Gloomspite Gitz


Fungoid Cave-Shaman (90)

- General

- Trait: Boss Shaman 

- Lore of the Moonclans: The Hand of Gork

Madcap Shaman (80)

- Artefact: Moonface Mommet 
- Lore of the Moonclans: The Hand of Gork


60 x Stabbas (360)

- Stabbas & Moon Shields

- 9x Barbed Nets

- 1x Moonclan Flag Bearers

- 2x Badmoon Icon Bearers

60 x Stabbas (360)

- Stabbas & Moon Shields

- 9x Barbed Nets

- 1x Moonclan Flag Bearers

- 2x Badmoon Icon Bearers


6 x Sneaky Snufflers (70)

Endless Spells

Geminids of Uhl-Gysh (40)

Total: 1000 / 1000

Extra Command Points: 0

Allies: 0 / 200

Wounds: 140


At 1000 points most armies simply won’t have the tools to deal with this many grots. This list is about buffing your grots, debuffing your enemy, and maintaining control of and stealing objectives. This army is currently undefeated and has won one small tournament and came in 2nd at another. There are lots of tips for good play in this guide but honestly, just bring 120 grots and you’re going to be a real problem to deal with.

Allegience Ability

Loonshrine and Moon Placement

Maximizing the zone of battleshock protection is important for this army. If the scenario allows you to place the loonshine in a position such that its 12″ protection sphere would allow you to have grots within 6″ of multiple objectives and in the sphere then by all means prioritize that location for placement. If you place the loonshrine in one quadrant of the board, then position the bad moon such that it will cross the board perpendicular to the loonshrine, with the first quadrant affected will be in enemy territory if possible. For example, take the following table quadrants:

1    2

3    4

For example, if you place the loonshrine such that the majority of quadrant 4 is protected from battleshock, and the enemy is setting up in quadrants 1 and 2, then set the bad moon on a coarse to start in quadrant 2 and end in quadrant 3.  This will ensure that for the majority of the battle nearly half of the board will provide you with battleshock immunity. By starting in the enemy territory there is a better chance to get the D3 damage on an enemy unit early, were it will have a greater impact on the game.

Artefacts, Command Traits & Abilities


The army build here is not using malign sorcery artifacts. I built this for a tournament that did not allow them, but I think this artifact works quite well with the army. Feel free to substitute out a different artifact. 

Moonface Mommet

Put this on the Madcap shaman and not the general, because Gloomspite doesn’t provide artefacts for Fungoid shamans. This allows you to pick 1 enemy unit within 12″ of the bearer at the start of the combat phase and subtract 1 from save rolls until the end of the phase. Each turn one of your grot units should be buffed with the snuffler’s extra attack. If you debuff one of the units this is in combat with it will make it just a little bit more deadly. 

Aetherquartz Broach

This malign sorcery artifact is a good alternative, and one of my favorite artifacts in general. Every time you spend a command point, roll a dice, and on a 5+ you get that command point right back. You’ll need command points in this army for occasionally passing battleshock tests and using the loonboss command ability potentially every turn.

Command Traits

With this many grots there is not that much space for heros, and the loonboss’s command ability (I’m Da Boss, Now Stab ‘Em Good!) is really nice for buffing grot attack damage. With this ability used from your general at the start of the combat phase (not just your own combat phase), you can select a Moonclan Grot unit wholly within 24″, and each unmodified wound roll of 6 is an extra mortal wound, and the enemy still has to make a save roll for that normal attack. Luckily, you can take the Boss Shaman trait with your fungoid general so that he can make use of that ability as well, so you don’t need to spend the points on the extra loonboss. It is great that you can use this ability in any combat phase, because in the interest of keeping your grots alive as long as possible you may need to retreat frequently in your turn, and the combats may take place more on enemy turns than your own.


You have two Heros and two blocks of grots. Each hero should try to stay near a block of grots as much as makes sense so that if times get desperate, you can spend a command point for Inspiring Presence to pass a battleshock test. This requires the unit being within 6″ of the hero or 12″ of the hero if it is the general. 

Other Units

Grot Stabbas

I don’t want to go into a deep analysis of spears vs. stabbas but I generally find with units of 60 I have a fairly wide line and when piled in around enemies I wouldn’t gain a tremendous advantage in fighting in ranks of 3 instead of 2. At a cost of 33% fewer successful hits you’d need every 2 grots being supported by a third rank grot to make the spear worth it and that just doesn’t happen consistently. Stabbas are the most popular choice at the moment for good reason.

You’ll get 9 netters per block of 60, keep most of them near the front and a couple near the sides so they can swing around to defend the flank. Enemies with 2″ suffer -1 to hit. This is a big key to the durability of the grots. They also dish out more attacks, and therefore inflict more mortal wounds per grot when using the loonboss’s command ability. 

Offensively, the most important aspect of these are bonuses to wound rolls. While the unit has at least 30 models, you get +2 to wound. That takes it from mediocre to elite levels of success in melee. If you give this entire unit an extra attack per grot, even without rend or the loonboss ability, you’re dishing out serious damage. 

You get +1 to save against missiles with the bad moon icon and +1 to saves for probably the whole game due to your shields, as long as you have 10 or more grots left. They are effectively 5+ save against melee and 4+ save against ranged for most of, if not the entire game. Your job isn’t to kill all of the enemy, it is to not die and run up the score in the process, and grots are fantastic at it.

Sneaky Snufflers

If they don’t move in the movement phase, they can give one Moonclan unit wholly within 12″ an extra attack to melee weapons until your next movement phase. This will convert one grot unit from a hardy but slightly pillow-fisted immovable block to a potent offensive weapon.

I didn’t like this unit at first, and I can understand why it is still very unpopular in Gloomspite lists. It is really tricky to figure out, because you can’t move them. If you launch your grots down range it may take several turns before you can get the sneaky snufflers into position and then have them not move, and by that point the game may be decided. Now if only you had a way to move them around the board, giving their buff out without them actually moving in the movement phase. If only you had a spell called HAND OF GORK that does exactly that. But I will discuss that later in the spell section.

The Sporesplatter fanatics give a similar buff which could easily stack with the snuffler’s buff, giving a grot unit 2 extra attacks per grot, but they are much more expensive and at 1000 points you have to make heavy decisions about your capabilities. At only 70 points the snufflers are a steal, because even if they didn’t have the buff at all they are still a modestly priced infantry unit (12 wounds, 12 4+/4+ attacks for 70 points). Your enemy will either forget about them entirely, or be focused on them because they fear the buff and commit way more than 70 points of effort into eliminating them. You win either way this plays out.


Battalions are a hard sell in 1000 point games, and Gloomspite doesn’t have anything remotely tempting enough to consider at this level. Move along.

Magic, Endless & Realm Spells

Geminids of Uhl-Gysh

For 40 points you get the following: And endless spell with two models, that you can set up 18″ from the caster and move 8″, that damage each unit that pass over with D3 mortals. That’s worth the 40 points. But wait, there’s more! The light geminid affects each unit it passes over by debuffing them with -1 to hit rolls from melee weapons, and the dark geminid subtracts 1 from the attacks profile of melee weapons. Each unit can only be affected by one geminid, but the flexibility of choosing which one to affect is helpful against different kinds of enemies. Combine the -1 to hit with -1 to hit from your netters and now you are neutering the offensive capability of most enemies. For 40 POINTS. This is part of the reasoning behind bringing two wizards, to keep the cycle of casting and dispelling these alive as long as you can.

Hand of Gork

I’ve chosen to give both wizards the spell lore Hand of Gork, which may be controversial but it is a very important spell and worth having a backup caster. When cast (casting value 7), you can move a Gloomspite unit wholly within 24″ and more than 3″ from the enemy to anywhere on the battlefield more than 9″ from the enemy. This spell is psychologically damaging to your opponent, and will force them to keep resources in the backfield guarding objectives and not fighting your murderous grots. The primary thing to do with this though is to move the snufflers around, so they can give their buff without having to move in the movement phase. Be careful when moving one of your grot blocks this way, as you’ll likely move it out of range of one of your heros and out of range of your battleshock protection, but it is a good thing to do late-game to snag an objective for the win. Don’t forget that moving snufflers to an objective late-game is also a good option, as you likely won’t care about their buff in the later turns anyway and they are more likely to not be within 3″ of an enemy.

In-Game Guide

Invest in movement trays. Deploy your two units of grots very close to each other or in a way that doesn’t allow fast units to directly charge into your backfield. You have enough of them to spread out but try, if you can, to place them such that a simple retreat will get them wholly within the loonshrine’s sphere of influence. Pair off each block of grots with one Wizard, and keep the wizard within 3″, or hidden in terrain. Definitely keep the wizard within 6″ or 12″ if its the general to make use of Inspiring Presence

In combat phases you think are going to be pivotal, use the Loonboss command ability from your Fungoid Cave Shaman general (Due to his command trait). This is likely to be turns 2 and 3, but maybe turn 1 if your enemy gets off a good charge. The fungoid shaman generates an extra command point each turn on a 4+, and you shouldn’t need to spend any on inspiring presence turn 1, so you should always have at least one point saved up for this occasion.

Do not be afraid to retreat your grots. If you have a line of grots centered on an objective and fighting an enemy, you can retreat them in your turn 3″ and still most likely control the objective. This will buy you an extra half-turn of life and used correctly, could be the deciding factor in the game, not giving the enemy enough rounds of combat to cut you down.

Honest Goblin