If you've spent any time looking at the Gloomspite Gitz range, you know the snarlfang riders are a bit of an outlier, but in the best way possible. While most of the army is busy bouncing around on squigs or crawling over walls on giant spiders, these guys bring a completely different vibe to the tabletop. They're fast, they're mean, and they carry a certain old-school "wolf rider" energy that a lot of long-time hobbyists absolutely love.
I've always felt that the Gitmob side of the Gitz doesn't get quite as much spotlight as the moon-worshipping fanatics or the lumbering troggoths, but these riders are making a strong case for why they should be in your list. They aren't just there to look cool, either; they play a very specific role that can really mess with an opponent's game plan if you use them right.
Why the Snarlfang Aesthetic Works
There's something inherently classic about a goblin riding a giant wolf. Before Age of Sigmar was even a thing, wolf riders were a staple of fantasy wargaming. When the snarlfang riders were first released, it felt like a love letter to those classic designs but with the high-fidelity detail we expect from modern plastic kits.
The wolves themselves—the Snarlfangs—don't look like your typical friendly neighborhood canines. They're gangly, scarred, and look like they haven't had a decent meal in weeks, which fits the Gloomspite aesthetic perfectly. The riders aren't just sitting there, either. They're hunched over, clutching spears and bows, looking exactly like the kind of scavengers who would wait for a bigger fight to finish before swooping in to pick off the survivors.
From a hobby perspective, these models are a blast. You get a lot of texture to work with, from the coarse fur of the wolves to the jagged scrap-armor of the grots. If you're a fan of using contrast paints or dry brushing, these models are basically a dream. You can get a unit tabletop-ready in an afternoon, but there's enough detail there that you could easily spend a week on a single rider if you really wanted to push your painting skills.
How They Handle on the Tabletop
Let's talk about how the snarlfang riders actually play because that's where the fun really starts. They aren't your heavy cavalry. If you charge them headfirst into a block of elite infantry, they're going to get shredded, and you're going to be left wondering why you brought them.
Instead, think of them as the ultimate nuisance. They're fast—like, really fast. Their movement characteristic allows them to zip around the flanks, grab objectives that your opponent left unguarded, or harass support heroes. One of the coolest things about them is their ability to retreat and still charge, or move after shooting, depending on the specific rules of the current edition. This "hit and run" playstyle is what makes them so frustrating to play against.
The Snarlfangs themselves actually do a decent bit of the heavy lifting in combat. Their "Snarlfang's Jaws" attacks can occasionally trigger extra hits or wounds, representing the wolf just losing its mind and going into a biting frenzy. It's not something you want to rely on as a primary damage source, but when those extra dice go your way, it's a great feeling.
Mastering the Hit and Run
If you're going to run snarlfang riders, you have to embrace the cowardice—or rather, the "tactical repositioning"—that grots are famous for. They excel at "chip damage." You move them up, fire off some bows, maybe fail to kill anything significant, but then you use their speed to make sure your opponent can't easily catch them on the return.
I've found that they work best as a screen or a distraction. If your opponent is focusing their big, scary cannons or spells on a unit of wolf riders, they aren't focusing on your Dankhold Troggoth or your Mangler Squigs. And because the riders are relatively cheap in terms of points, losing a few of them isn't the end of the world. They're there to be annoying, to clog up the board, and to force your opponent to make bad decisions.
Another trick is using them to "tag" enemy units. Because they have a large footprint (the bases are quite long), you can often charge them into a unit just to tie it up for a turn. Even if the grots don't do much damage, the fact that the enemy unit is now stuck in combat means they aren't moving toward the objectives you actually care about.
Painting Tips for Your Pack
When it comes to painting snarlfang riders, I usually recommend starting with the wolves. Since they make up the bulk of the model, getting the fur right sets the tone for the whole unit. I like to go with a variety of grey and brown tones across the unit rather than making them all identical. It makes them look more like a wild pack and less like a disciplined military unit.
- The Fur: A heavy dry brush of a light tan over a dark brown base works wonders. It picks up all those individual hair strands without you having to paint every single one.
- The Skin: Grot skin is always a fun one. Some people like a bright, neon green, while others prefer a more muted, swampy olive. Personally, I think the olive tones look better with the natural colors of the wolves.
- The Details: Don't skip the eyes! A tiny dot of bright yellow or red in the wolves' eyes can make them look truly feral.
The riders carry a mix of bows and spears, and there's a lot of "junk" hanging off the saddles. Painting these small bits—like pouches, extra arrows, or trophies—adds a lot of character to the unit. It's also a great way to tie the unit into the rest of your army. If your squigs have purple caps, maybe give the wolf riders purple loincloths or shields.
Where Do They Fit in the Meta?
In the ever-shifting world of Age of Sigmar, units go in and out of style. The snarlfang riders might not always be the "power gamer" choice, but they've stayed remarkably consistent as a solid utility pick. They provide something that the rest of the Gloomspite Gitz army sometimes struggles with: reliable, non-random movement.
Squigs are great, but they're unpredictable. You might roll a double one for their movement and watch your "fast" unit crawl an inch forward. Snarlfangs don't have that problem. You know exactly how far they're going to go, which makes them much more reliable for high-pressure situations where you absolutely need to reach a specific point on the map.
They also provide a bit of ranged pressure. It's not a lot, and you probably won't be wiping units off the board with grot bows, but it's enough to peel a few wounds off a monster or finish off a dying unit. In an army that is mostly melee-focused, having that extra reach is always a plus.
Final Thoughts on the Wolf Pack
At the end of the day, the snarlfang riders are just fun. They look great on the table, they're fun to paint, and they offer a playstyle that rewards cleverness over brute force. Whether you're building a full Gitmob-themed army or just looking for some fast-moving scouts to support your Trolls and Squigs, you really can't go wrong with these guys.
They capture that specific brand of chaotic energy that makes the Gloomspite Gitz such a beloved faction. They're underdogs, they're scavengers, and they're incredibly fast. Next time you're looking at your shelf and wondering what to add to your horde, give the wolves a look. There's nothing quite like the sight of a dozen snarling wolves charging across the desert (or the realm of your choice) to make your opponent start sweating. Just remember: keep them moving, keep them annoying, and never play fair. That's the grot way, after all.