Mostly models I personally find super funny and characterful. The Gobbapalooza ist not played very often, probably because 300 pt. is a lot, and many players like to have something big and brutal in their list instead. I fell in love with the minis as soon as I layed my eyes on them in one of the previews for the Gitz in 2019. But very soon I learned that the models are mainly used as stand-ins for Madcaps, or Fungoids.
So when I decided to play them, and take adventage of their rules, I also need to take a f**k-ton of Stabbas!
Da Bad Moon:
- allows your Stabbas to reroll 1 to hit, very handy
- run & charge with your squigs, situational
- +1 to own casters, -1 for enemy, noice!
- +1 cp if General is lit, always a good one
A Grot player needs to know where he wants to be in his/her following turns. Surely relying too much on Da Bad Moon can backfire a lot.
Artefacts, Command Traits & Abilities
Tough’n Leathery: +2 wounds
Clammy Cowl: -1 to hit
Moonface Mommet: +1 “pseudo-rend” -1 save for opponent in 12″ reach
Stab ’em Good: Loonboss General allows a unit wholly within 24″ to make additional mortals on +6 to wound
The Loonking: Mainly for flavour, 2 cast/unbind wizard, artillery piece, cp-machine
Loonboss w GCS: with trait and artefact strangely survivable for a Grot, 10 wounds and -2 to hit. Does let him stay alive for his valuable Command ability.
Madcap: Utility, protect your stabbas from getting shot off the board, or cast Nuissance to let enemy fight last. And the precious Moonface Mommet!
FUNgoid: cp-generator, let him stay back with one of the Stabba gang and snipe off heroes.
+1 for prayers or +1 to cast while within 8″ of another member
The big block of Stabbas are sufficient for sitting on objectives or kiting the opponent, even fully buffed, they wont annihilate anything, but the sheer numbers have enough staying power to win games, or kill eventually something at some point.
Keep in mind to always have your Gobbapalooza in range, as the to be buffed unit requires to be wholly within 12″ to 18″. Giving the big block rerolls 1 to wound (goes well with Stab ’em Good) or reroll run or charges, let them pass battleshock/the enemy unit they are fighting fights last, or have an enemy unit within 8″ -1 to hit you back AND -1 to their saves (“pseudo-rend).
I try to have the hoppers as long as possible in my backfield. Preventing deepstrikes, or countercharge by flying over the frontline with a cheeky snuffler buff, but mainly to use their movement speed to grab an out of position objective.
The main focus in this list, lies in positioning, create space for yourself on the board, use e.g. scuttletide as well to dictace the movement of your opponent, keep your supports save and whittle your opponent down, with mortals of your little green men and your mediocre magic game. You have a few tricks up your sleeve, while for example the Gobbapalooza Wizards are not heroes, the still can cast Endless Spells with their +1 from their battalion. Let Shroomancer cast the Arachnocauldron while he is outside of his own spells reach and have him +2/+3 to cast “Call Da Moon” with infinite range or use one of them to cast Purple Sun more reliably.
Catch your opponent off guard with your sneaky tricks.