Warhammer Age of Sigmar Warcry Guide - Gloomspite Gitz

Last Update: September 9, 2022


Warcry Gloomspite Gitz Guide

The Gloomspite Gitz are everywhere in the Mortal Realms, infesting like the fungus they use in their daily lives. Though there have been many attempts to drive them out of the Eightpoints, they continue to grow and thrive in areas where they should not.

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Gloomspite Gitz Fighter Types

The Gitz have 3 leaders, and a huge amount of fighter options.

Gloomspite Gitz WarCry

Their leader options are:

  • Boingrot Boss - The Boingrot option comes in at 265 points, has a move of 8, the flying rune, 5 toughness, and 24 wounds. Their versatility comes in with a range 2 attack, with 4 dice, strength 5 doing 2 damage and 5 crit. All the Squig riders have access to the Boing! Boing! Boing rune that lets them allocate damage to the value of the triple when they end a move action 1 inch away from a fighter.
  • Squig Hopper Boss - The Squig Hopper boss is 15 points less than the Boingrot, and has a move of 10 with the flying rune, but at the cost of being less durable with toughness 4 and 22 wounds. Their range 1 attack rolls 5 dice, strength 5 doing 2 wounds and 5 crit. Deciding between the Hopper and the Boingrot is down to if you want the extra mobility or the extra safety of the range 2 attack. The 15 points is negligible.
  • Moonclan Boss - The Moonclan boss is a much cheaper option. 150 points for move 4, toughness 4 and 16 wounds. Their attacks are only just better than a normal Git, but taking this option is generally because you’re going for swarm, or you want to take more normal squig riders, the other 2 bosses are the better choice otherwise.

Their fighter options are:

  • Boingrot Bounder - A Boingrot Bounder is 220 points and has slightly worse stats than the Boss. Move of 8 with the flying rune and toughness 5 with 18 wounds. Still has the range 2 attack, but only rolling 3 dice.
  • Squig Hopper - The Hopper, like the Bounder, is a lesser version of the boss. Still with a move of 10 and the flying rune and toughness 4 and 16 wounds. Their range 1 attack rolls 4 dice. Choosing between a Hopper or Bounder all depends on what you want to do with them. Hoppers move further, but are much easier to take out as they have to be in combat to attack, whereas the Bounders can sit back at range 2.
  • Stabba with Pokin’ Spear - The Spear option is 70 points, but has a range 2 attack. They only roll 2 dice strength 3, but it means that they can attack a range 1 fighter and force them to move into combat with them. They also have 4 crit damage, so if one of those 2 attack dice come through, it’s much better than the normal single wound.
  • Stabba with Barbed Net - The Barbed Net option is 45 points and has a range 1, 3 dice strength 3 attack, but their rune lets them stop an enemy fighter making move actions on a 3+ for a double, which can be very handy.
  • Stabba - The Stabba option is 70 points, and has a range 1 attack, 3 dice strength 3. They have 3 crit damage, so can be surprising with their 3 attacks, but their goal isn’t to take down enemy fighters, it’s to bog them down in combat and swarm objectives.
  • Shoota - The Shoota option can be very handy for the Gitz. 65 points as well as their normal range 1 attack, they have a range 3 to 12 attack. It only rolls 2 dice, strength 3, 1 damage and 3 crit, but if you can get a couple raining down arrows on your opponents while they try and hold objectives, it can be very off-putting and may even force them to deal with them, rather than doing what they should be doing.
  • Squig Herder - Squig Herders are a cheap 45 points, but are pretty useless at anything other than pushing the Cave Squigs along. Their Go Dt Way! rune lets them give a beast a bonus move action for a triple. Toughness 3, 8 wounds and a range 1 attack, 3 dice, strength 3 doing 1 damage and 2 crits mean that they’re only good for swarming if their Squigs get taken out.
  • Cave Squig - The Cave Squigs are 10 fewer points than the Moonclan boss, and have nearly the same stats. They have 1 less wound, but their attacks are strength 5. They do have the beast runemark, which means the Herder can shunt them along.

How to build a Gloomspite Gitz Warband

To build a Gloomspite Gitz warband, you first need either:

Warcry Gloomspite Gitz Box

Warcry Gloomspite Gitz Warband Box

Purchase from Firestorm Games

The Gloomspite Gitz Warband Box is the perfect place to start a Gloomspite Gitz warband. It contains 10 hoppers, that can be built in any combination of Hoppers or Bounders, including both bosses and it also has 3 Sneaky Snufflers.


The warband box contains the Gloomspite Gitz card pack and is currently the only way you can get the fighter card for the Sneaky Snufflers.

It also has a Gloomspite Gitz themed Warcry token set.


Gloomspite Gitz Age of Sigmar Boxes

If you haven't bought the Gloomspite Gitz warband box and already have the rules from Tome of Champions, 3 boxes will give you all the miniatures you will ever need for a Glomspite Gitz warband.

The boxes you will need are:

Gloomspite Gitz Squig Hoppers Box

The Squig Hopper box lets you build any combination of Boingrot Bounders and Squig Hoppers and also 1 of each Boss. We built 2 units of 5, but you can build all 10 of one type or any combination in between to suit your tastes. You’re only ever going to need a maximum of 3 of each with the boss in Warcry, so building 2 units of 5, each with a boss will ensure you have enough for different warband makeups.

Gloomspite Gitz Grots Box

The Grots box lets you build 1 Moonclan Boss, 3 Netters and any combination of Shootas, Stabbas, and Pokin Spears. We built a Moonclan boss, 1 Standard Bearer (in case we want to use them in Age of Sigmar), 3 Netters and then 5 Shootas, 5 Stabbas and 5 Stabbas with Pokin Spears. This gives a huge amount of flexibility to our warband construction.

Gloomspite Gitz Squig Herd Box

The Squig Herd box lets you build 2 Herders and 10 Squigs. You will never need 10 Squigs for Warcry, but it will give you a solid foundation for any expansion you want to do with the force.


If you're a Warhammer Underworlds player, or you just want some interesting sculpts, then Zarbag's Gitz has 1 Moonclan Boss, 2 Squigs, 1 Herder, 1 Netter and 3 Shootas that can be used in your force. If you pick it up alongside the above three boxes, it will give you 4 Netters and 3 Herders to use.

Gloomspite Gitz General Tactics

Your Squig riders are the only fighters who are going to achieve close to anything in your games. The rest are just there as a distraction. Use them to soak up attacks that would otherwise be directed at your Riders, stop enemy fighters moving and bog down objectives. If you position well, you can force enemies to engage fighters one at a time while you pepper them with range 2 attacks and ranged attacks from your shootas, while your Squig riders move around, taking out key targets and claiming objectives.

If you get enough fighters around an enemy, the Stab’Em Good leadership rune can add a lot of dice to a turn of attacks.

WarCry Deployment Cards
WarCry Deployment Cards.

Gloomspite Gitz Deployment Tactics

For this section, we're only looking at the balanced options for each of the decks. Using all the cards is harder to predict and plan for, but great for open friendly games.

Using only the balanced deployment cards, Shield is deployed 15 times out of 18 on the table. You want to get your core of Squig riders on the table early, maybe keeping 1 in reserve. Having your boss and another rider on the table first allows them to position, while the rest of the swarm does their job. 

Hammer appears in Round 2 onwards 10 out of 18 times and Dagger 8 out of 18 times. Having a small team of Shootas appear late in the game in Dagger to pepper the enemy trying to hold late-game objectives can be very satisfying.

WarCry Victory Cards
WarCry Victory Cards.

Gloomspite Gitz Mission Tactics

Out of the 18 balanced missions, 6 are combat based, requiring removing either the leader or different deployment groups. 9 are objective-based and 3 are mixed, movement/survival-based.  

Your Squig riders are going to be doing most of the work with grabbing key objectives, taking out enemy objectives, and stopping your opponent scoring. Use the rest of the Gitz to swamp the enemy down. They can struggle if you need to take out a large group of heavily armored enemies, but a well-placed swarm with Stab’Em Good can overwhelm them with dice. Just be careful if your own leader is the target. Make sure you keep them on the move.

Do you play Gloomspite Gitz? What's your standard Warband composition? Who is your favorite fighter? Let us know in the comments below.

The copies of the Age of Sigmar and WarCry products used to produce this article were provided by Goblin Gaming and Firestorm Games.




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Games Workshop
Release Date
July 1, 2015 (Calendar)