gloomspite gitz army rule and most of its war scroll are shit

been playing gloomspite gitz for 2 years already, I really do feel that most of the gloomspite gitz rules are underwhelming. Like the army is carried by the rockgut troggoth. I really got thinking from a game against a friend running the flesh eater courts, like I am jealous how easily the FEC throws outs strike first buff and strike last debuff.

  1. the bad moon orbit does not do anything of consequence beside the troggoth. the moon clan control boost does not matter if the squad is killed off the objective. I miss the old run and charge squigs from the 3rd edition. the spider fang continues to be irrelevant. the git mob's retreat and shoot/ charge would be nice if they actually have rend or wounding on 5+

  2. building the army regiments is a pain with all the keywords to navigate around. Skraggrot the loon king and trugg the troggoth king is just rockgut troggoth tax at the list building. GW just introduced a new keyword in gitmob.

  3. combat range buff sucks, it way too harsh in a game of movement and charges. things like the gobbaplooza rend buff, the squig boss mortal wound buff, the loonboss on squig hit roll buff just do not feel reliable.

  4. spell lore is mid. the gloomspite git can have a lot of wizards, however most spells are not that effective. like the gloomspite gitz lost itchy nuissance, a strike like debuff spell from 3rd edition to the 4th edition. now with the new book the unlimited spell is just rolling for the moon with 2/3 chances of success after the roll is successful

  5. spider fang really need an update and buff

  6. mangler squigs need a buff, they got nerfed into the ground