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Age of Sigmar Narrative Review – Gloomspite Gitz

Hi all,
Today we are taking a look at everyone’s favorite shroomed-out maniacs: The Gloomspit Gitz (GG). Specifically we will be taking a look at their Path to Glory rules to see how they compare to past armies, and what unique twists they offer.

Army Special Rules:
The GG have a very complex set of rules that are similar to the 40k Ad Mech. Crusade rules. During each battle, you have the possibility of collecting a variety of Shrooms, both rare and common. Each hero can only do this once per battle. There are a total of 6 each, and they can be combined to create a brew. The rarer shrooms will make the brew more potent, but if you combine enough common ones you can get the same effect. As you add more ingredients your concoction score goes up but so does your volatility. Simple enough right? Wrong! After you finish your brew, you need to see if it succeeds by rolling a number of dice equal to the volatility score of the brew. If the result is less than or equal to the model that is brewing it’s renown score the brew is a success. If it is a success you gain an effect (resolved immediately) or a potion which are one-use items. If you fail you roll on a table and you can lose renown, be killed or even gain some renown.

The effects and potions are decent but I am not sure they are worth risking any characters you are attached to. The best effect does allow your heroes to make two heroic actions a turn in a battle. It’s an interesting mechanic and if you like chemistry I think you will enjoy the puzzle that it offers.

Quests:
You get a choice of four quests:

Custom Mission:
Finally, a wacky and fun faction battle. Basically you are racing your opponent to catch shards of the Bad Moon as they fall randomly on the table. The Bad Moon follows a random path so expect the armies to look like cats chasing a laser pointer. You are at the mercy of RNG here as it is possible that no shards may spawn. Winning the battle nets you a territory of your choice for free, alongside additional Renown and Glory Points.

Veteran Abilities:
The GG get six options that are locked to certain keywords for the abilities:

As you can see, these abilities are all amazing and make for some of the strongest we have seen so far. You will want to use as many of these abilities as you can!

Territories:
The GG get a nice variety of six different options:

As with the veteran abilities these are all really good options especially then Scuttle Tunnels and Dankhold.

Conclusion:
These might be some of the most interesting Path to Glory rules we have seen. The GG can freely ignore the narrative of any mission, and just focus on their own little farming and brewing empire. It’s interesting to see how these rules are designed such that the GG player doesn’t need to interact with the enemy much to gain something from a battle. GG players should be thrilled with these options as they are both very fluffy, very crazy, and very powerful.

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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