Unga Bunga, Chumba Wumba, the biggest boy is back for more. Mollog’s Mob is a Big Boy and Mastery Warband that has been re-released in the Grand Alliance: Destruction box for Spitewood. He looks a lot like he just in the free download online/Legends release at the outset of Second Edition, with a few notable differences. Let’s take a look at those below.
So that you’re aware, this warband received some rules updates in the February 2026 Errata. I’ll comment briefly on the changes later in the article.

Thank you to Games Workshop for providing the page with an advance copy of this product for review and content creation.
Click here to see a Master List of all warbands in the game
Mollog’s Mob: Lore
Sometimes, all a fella wants is some peace and quiet to get a well-earned nap. If you wake him, he’s liable to be a big ole grump. Who could fault him for that? Yet for poor Mollog, it seems we all blame him for behavior that we ourselves have caused. The audacity!
Mollog the Mighty is a Dankhold Troggoth who was snoozing away in the Nightvault among his fungal friends when all these Underworlds Warbands started causing a ruckus and not letting the guy get a lil’ shut-eye. So he sets about walloping ’em good until they all shut their traps, and he can get back to lounging like he’s always intended.
He’s got some squigs palling around with him – Bat Squig, who is… a bat, Spiteshroom, who is an angry ‘shroom, and Stalagsquig, who’s just a rock. Actually, he’s not just a rock! Watch out, they bite!
I mean, like, that’s it. That’s the whole lore. I have it on good authority that Mollog fans are perfectly contented with it.
Mollog’s Mob: Warscroll

From the February 2026 Errata:

This change is a good one, though they both lower Mollog’s power level. Now you must choose a different unnatural hazard each round, which prevents people from locking in/spamming the flank and surround. It’s still incredibly potent, but you’ll need to choose which round you like it best. Additionally, the resurrection doesn’t let you raise and then attack immediately, and the opponent has a shot to counterplay your placement.
Inspire

This is unchanged. If Mollog picks up 4+ damage, the whole warband inspires. Fighter stats are identical to last round in this iteration, so you still have the hard choice to make – do you focus on killing the minions, letting Mollog go scot-free but remaining uninspired, or do you dogpile the troll, risking him becoming a terror inspired and having a couple activations to crush you flanked and surrounded for 4 damage?
Mollog players are probably happy in both scenarios. Bless those people and the happiness they have in their fungal hearts.
Lurker

FREE CHARGE TOKEN! Mollog fans rejoice, as you now both can score Reckless Fury cards much easier AND are not obligated to take the deck to make things work. My friends are going to abuse me with this so hard.
Stalagsquig still gets to be deployed nearly anywhere. It can’t be in a starting hex in enemy, and it can’t be in a feature token, but it CAN be in a Waystone hex. Flanked and Surrounded and Shields with a reroll means they’ll leave him alone forever, and you don’t care because he has a charge token automatically.
One thing to note about his always-on charge token is that he cannot be chosen to activate unless you’re charged out. Rarely do you want him to make an attack, but he won’t be a threat to your opponents until a couple activations into the round.
Troggoth Regeneration

“New, and a bit alarming” to quote Belle. Mollog heals after the end phase sequence. He will be damaged during scoring, so things like Wreckers, Fields of Blood etc will still work, but then he will take a damage counter off before the start of the next round. Raging Slayers has an Upgrade Gifted Vitality which workls quite like this, and it’s worth 2 glory. Mollog is wearing that upgrade for free immediately. (He can also wear the upgrade for real in addition). If he’s in the enemy Aqua Ghyranis, he will heal two times. With Gifted Vitality, screw it, let’s heal 3.
This effect will keep big boy bonking for longer, and is spooky to me. The only downside for Mollog players is it might slow down your inspiration. I don’t think they’re crying too hard about it right now.
Unnatural Hazards

Surrounded on all minions still exists. On attack and defense. Sigmar preserve us.
Your minions will be very difficult to kill, become some of the most accurate fighters in the game, and provide huge benefits to Mollog’s accuracy. If you want to beat Mollog’s Mob, find ways to displace or kill the minions, preferably from a non-adjacent position.
The other two abilities now must be chosen once per game as well. Stagger still ups your accuracy and ping damage is always nice, so these aren’t bad – just not as bonkers strong as the first one. You’ll still enjoy yourself using them.

Tag Along

Immedaitely after Mollog moves, pick another fighter and push them up to 2 hexes to they end adjacent to your leader or an enemy he’s adjacent to. This ability is phenomenal as it gives Mollog a flank, and with Unnatural Hazards it’s probably a Flanking and Surrounding benefit. If happens after he moves, which can be midway through a charge, so if there’s a minion nearby he can have frightening accuracy. You can also steal a feature hex with this if you angle things right.
You can’t tag along Stalagsquig since he can’t be pushed, but this ability is still super good. It’s a reaction too, so you can do it as many times per game as Mollog moves with an eligible minion nearby.
Infestation

Oh Lawd above, help me! Previously, one of the best ways to deal with Mollog was to ignore him and thin out the minions so he couldn’t get flanked and surrounded, and couldn’t inspire until you had him outnumbered. That plan is probably still the way to go, but now is way less of a good option.
In your power step, with NO other conditions, you can raise a slain minion at FULL health. They go in an empty starting hex – on EITHER SIDE OF THE BOARD. Then you give them a charge token. It’s once per game, but jeez dude. 3 health squig probably flanking and surrounding Mollog’s next target and not even blocking his charged out attack.
This is insane. Absolutely insane.
Mollog’s Mob: Fighter Cards
Mollog the Mighty

He stronk, he bonk, and has an identical fighter card to the last version. 2 hammers is a good attack, and considering you’re probably flanking and surrounding your target with the warscroll, he is hitting for 2-3 damage. Brutal just makes that 3 damage hit even more reliably accurate.
7 health with the capacity to heal for free twice a game, 1 shield, and inspiring to even more accuracy and damage. He’s the game’s best fighter, full stop.

Bat Squig

Unchanged from the previous version. Still, stupidly, somehow the most accurate fighter in the game with flanked and surrounded baked in, fast as the devil, and with flying to boot. Dude really is a blue shell. He’s your prime target if you’re playing against Mollog, and concurrently the one Mollog most wants to resurrect with the warscroll.

Spiteshroom

Two swords one dodge is bad. Flanking and surrounding on offense and defense means it’s actually not. Three health means he’ll survive longer than you think, and you can tag this fella along for the ride the let Mollog do Mollog things.

Stalagsquig

Our most beautiful man, Stalagsquig, has achieved legendary status. He is treated as always having a charge token, so his inability to move, be pushed, or charge no longer hinders Mollog’s efficiency. He can deploy all over the place. He can even resurrect now if you felt like it.
A word of advice to people playing against Mollog; just leave him alone. Waste of time trying to slay him.

In Practice
I played a few games with this warscroll, and the long and short of it is New Mollog is awesome. Every ability is the same or better, and it felt like the old version +20%. They BARF’ed their way to victory no problem every time except one, and that’s because Mollog didn’t have the mobility to deny enough ES/PP scoring out of the new Chaos Dwarves, who also tremendously benefited from multiple bonus defense dice across the game. You even can just fly bat squig over to an aqua ghyranis in your last action if you have nothing left to kill and just scoop up a glory point. These guys have all the gas.
Potential Pairings
You will hit your attacks. You will survive the enemy’s attacks. You will do very well with any strategy that has you trading swings.

Blazing Assault is a strong choice for this warband, but feels somewhat unnecessary with all the tools they already have. Reckless Fury is an excellent choice for the warband based on their characteristics, and now with Stalgsquig getting a permanent charge token and a resurrected minion getting a charge token, the scoring conditions are even easier to meet. You don’t even need to waste time with things like Catch Weapon and Headcase and can take better cards now.
Andrew won LVO Rivals with Pillage and Plunder, which remains an option for them. He also won Tacoma Open with RF and Realmstone Raiders, and Mollog’s Mob is the single best warband in the game for that deck, even more so now.
I would actually caution against Raging Slayers, despite it otherwise being a decent Blitz Aggro choice. With Flanked and Surrounded, you don’t have a huge need for the reroll. You also can’t choose the satalgsquig to charge since it is always treated as having a charge token, so you can never give Stalagsquig a rage token (He also is move zero and can’t move, so double no). This shuts off several cards in the deck that’s already weak on the Objective side of things and should be avoided by Mollog and co.
It’s probably not the top set of choices for them, but Hunting Grounds, Countdown to Cataclysm, and Deadly Synergy also can work well with this team. They’re very, very good with most things right now. Really the only decks that they can’t succeed with are RS as mentioned above and Edge of the Knife.
Wrap
The most accurate warband in the game with incredible damage potential is pretty similar in the things that made them good, and even better in the things that held them back. Much like I bemoaned in the Zarbag article, I think this one is a victim of the longer production times. GW may not have known how strong he was, and by the time they figured it out (if they even did), this had already been shipped. As it stands, Mollog’s Mob is a top 5, possibly top 2 warband in the game. I would expect a rules update or Errata in the very near future.
Good news! They did! February 2026 Errata
If not, may Sigmar have mercy on your soul, because the Troggoth won’t.

Be sure to check out Spent Glory’s other review articles here

Thanks again to Games Workshop for providing me with this product so that I can produce this review content.


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