Squig boss with the pre game move and MWs in addition for squigs, honestly its mental how far that unit can move in the turn you commit to this, in addition to this you have the clammy hand command trait to try and get two units out of the shrine. Lets take a note of a few of the key buff pieces, Skraggy knowing the full spell lore and also being able to help dictate battle tactic scoring by being able to manipulate the moon placement. Yes, they have had their fair share of points increases but the army is still super strong with all the buffs and debuffs within the list. With this edition lots of scenarios are fight in the middle and Gitz really lean into that. Gitz the moment are super versatile and play lots of scenarios extremely well. I decided to go back to my routes and play an aggro combat army. Phil Marshall: Gloomspite Gitz – Jaws of Mork – How did it work?
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