First Game with the Troggoths

I am travelling at the moment, so no 5 on Friday. Instead, here are some thoughts on last night’s games of Age of Sigmar.

Although I had previously mixed some troggoths in with other parts of the Gloomspite Gitz army, last night saw my first games with a full Troggoth force.

My list for both games was as follows:

Allegiance: Gloomspite Gitz
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Dankhold Troggboss (250)
 General
 Command Trait: Mighty Blow
 Artefact: Amulet of Destiny (Universal Artefact)
Fungoid Cave-Shaman (95)
 Lore of the Moonclans: Itchy Nuisance

Battleline
3 x Fellwater Troggoths (155)
3 x Rockgut Troggoths (145)
3 x Rockgut Troggoths (145)

Units
1 x Dankhold Troggoths (190)

Total: 980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 62
Drops: 6

The list is pretty basic. It’s a bunch of troggoths. There’s not a lot of room for customisation at 1k. I did consider looking for room to fit in a Webspinner Shaman on Arachnarok, but I ended up sticking with the plan.

The first of my two games saw me face off against some Seraphon. The army was led by an Oldblood on Carnosaur, a Scar Veteran on foot and a wee Skink Priest. Unitwise, they had three units of Saurus Knights and a bunch of Saurus warriors.

The game went pretty well for me, all in all. I think that the biggest threat was definitely the Carnosaur. That 5 damage attack is potentially brutal. Thankfully, my opponent had pretty awful luck, doing little damage and leaving the poor beastie to be softened up by a Dankhold Troggoth and then minced by a trio of Rockguts. This was a pretty important moment and it really crippled his army.

The rest of the game mostly saw my Troggoths mopping up the units of knights. My opponent did score a fair amount of objective points. This was largely because, at 4 wounds each, the Rockgut and Fellwater Troggoths only count as single models on an objective. In units of 3 this can make their objective game quite challenging.

In the end, it was a pretty decisive victory. My main realisations from this game were twofold. First, and despite my concerns about fielding little units of 3 miniatures, the Troggoths are pretty tough and survivable. This is especially true of the Rockguts with their 5+ shrug and the Dankhold Troggboss with his precious, precious amulet. Second, as good as the Dankhold and Fellwater boys are, I really love the Rockguts for their ability to just liquidise anything put in front of them (especially when empowered by the Troggboss’ command ability). That flat 3 damage is fantastic. Love it!

The next game of the evening was against some Orruks. Specifically, it was against the new Kruleboyz. This was the first outing of the Kruleboyz among our wee group. The army included a pair of the big, mounted bosses from the Dominion box, a Shaman, 10 Gutrippaz, 6 Boltboyz, and a big ol’ Killbow. That Killbow made my Dankhold Troggoths rather nervous…

So, first off, let’s just say that those poisoned attacks are something else. The weight of mortal wounds that a buffed unit of Gutrippaz can put out is truly impressive. The two ranged units were also pretty good, though I was lucky to be able to take them out pretty quickly and minimised the damage they could do to me. That Killbow still managed to knock half the wounds off my Troggboss in one go… Thank Gork (and possibly Mork) for Troggoth regeneration!

I actually got off to a really great start in this game, taking out those ranged units within the first couple of turns. I seemed to have a good command of the board, aided by my opponent’s mistake in not running his Gutrippaz up the board to close the distance and stake an earlier claim on objective 1. The kind of just chilled out for a while in a graveyard.

The tables did turn, though. Oh, how they turned. I think I spread out a bit much, allowing those two Bosses and their vicious mounts to run roughshod over those little units of Troggoths. This quickly diminished my board presence, allowing the Kruleboyz more control of the objectives and, eventually, leading to them tabling my army.

At least the Loonshrine’s ability to bring units back proved suitably annoying for my opponent. It also let me grab another late-game objective. In the end, it just was not enough. The worst bit was when I lost my final Rockgut, losing my Grand Strategy as a result. Without that, it would have been close (though still a loss). With it, the game ended with a pretty significant margin.

I had a great time with this army. I really expected it to perform a lot worse than it did. I was pleasantly surprised by both the toughness of the army and the damage output. Those Rockguts are my favourites, for sure. I enjoyed the command trait on my Troggboss, allowing me to reroll the D6 damage on his attack. This led to a tasty 16 wounds, wiping out the unit of Boltboyz in a single combat. His command ability, giving nearby Troggoths +1 to hit, is also such a good, economical ability in this edition.

I think that I actually enjoyed this force even more than the squigs. We’ll have to wait and see how they scale up to higher point values.

On a final note, my photography game was definitely not up to scratch here. I really did the bare minimum and snapped a handful of pictures that all ended up looking the same. Poor show. Must to better! Notes might also be a good idea. I have a notoriously poor memory and a set of notes would serve me well when writing posts such as this one. Just a couple of things for me to work on.

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