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gnaleinad

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Everything posted by gnaleinad

  1. Wow. Does having two drops helps? Was that LRL similar to the one drop net list? I have tried Manglers in my list and found that even with all the buff I can give, their output cannot be compared to Boingrot. Have you tried Tunnel Master with Moonface Mommet? I recommend for you to try a game without that Mangler, Scuttletide and Webspinner Shaman, and replace them with a Loonboss, Gobbapalooz, Fungoid Shaman and Malevolent Moon. I lost against the LRL 1 drop net list with a freaking Soulsnare Shackles, Rune of Petrification and Umbral Spellportal in the Battleplan POSITION OVER POWER. Going first, Teclis casted two spells Umbral Spellportal, Storm of Searing White Light thru the portal. There was very little place to hide from this spell in this map. The Storm of Searing White Light killed a Squigboss and wounding many of my units, with my Loonboss and the last Squigboss on 1 wound each. His Warden casted Soulsnare Shackles, the Cathallar cast Rune of Petrification and the Calligrave casted Speed of Hysh on the Windchargers. Next he shot my Squig Herd and Boingrot with Powered up Sentinels, the Windchargers flew 28" to the side of my Skragrott, shot killed him and charged and killed my last Squigboss who had Clammy Hand. In the returning melee the Windchargers were destroyed but the damage was done, I lost 3 very important heroes before my turn. In my turn, I only manage to dispell the Spellportal and so I went for vp and tactics. So there was nothing much I can do as I cannot charge his main army. And then I had a double turn and I managed to dispell the Soulsnare Shackles, and I moved in for the kill. It was a big mistake as I should had also tried to dispell his Rune of Petrification as well. But I went for Hand of Gork and Squig Lure on my Squig Herd and failed my 9" charge later. Only my Boingrot went in with an awesome 12" charge, taking out his Wards and damaging his Sentinels. He had a double turn after that, and first it was Umbral Spellportal, Storm of Searing White Light, Transporting Vortex the Sentinels and Protection of Teclis. I managed to block his Soulsnare Shackles with my Gobbapalooza but that Transporting Vortex spell costed me the game eventually. Next in turn his double turn 3, he did Storm of Searing White Light, Living Fissure, Transporting Vortex another Sentinels and Protection of Teclis. All my character were dead by that, and that Rune of Petrification was super damaging to my Squig Herd. Luckily he failed Soulsnare Shackles and my Gobbapalooza unbinded both his Sentinels power up spells. In my turn 3, my MVP Gobbapalooza dispelled Spellportal and Rune of Petrification. I double turn in turn 4 & went first in turn 5, but it was just brutal combat and my army taking a lot of damage from shooting and spells. Killing Teclis in turn 4 was the highlight of the match. I lost the game 16 to 19 point, and I would had drew the game if I killed his last hero as his grand strategy was The Day is Ours, that is to have more Galletian Hero than your opponent at the end of the game. We both agree that POSITION OVER POWER was the hardest to play against LRL. Btw I am also a LRL player. I kinda taught my friend what to do during the game also hahaha. Basically I believe your list would had no chance against the one drop Teclis list with Soulsnare Shackles, Rune of Petrification and Umbral Spellportal. Especially if the same thing was done with Windchargers and killing your Skragrott before your turn. And there is a high chance that a focus fire of 40 shots on your Mangler will kill it, dishing even more damage to your own forces before your turn. There is just no where Skragrott can hide from a 28" move and 12" shooting that ignore ward saves. The board is only 44" x 60" now. Even if your 4 wounds heroes survives the first Storm of Searing White Light, he just have to get rid of your remaining spider wizard and it is game over. If you cannot remove the Soulsnare Shackles there is no way to win. A melee armies that cannot charge? What will be the use of the Squigboss hero phase move? With most, if not all, of your Heroes dead by turn two, even if you push for objective and tactics, the amount of spell + shooting damage is no joke, plus it is possible to recast the Rune of Petrification on an objective to destroy your army. Teclis can also teleport his units anywhere. At least in my game I had a Gobbapalooza that can be replaced by King's Gitz at the Loonshrine and it was my MVP unit. Your list may really just be butchered.
  2. I see many people not taking Loonboss on foot in their list. I understand that a list focusing on Squig Herd will not see much use for command ability but those with Boingrot in their list ought to consider testing out game with Loonboss. At 85 points plus Galletian Champion, their All-Out Attack can help make Boingrot or Squig Hopper the best unit in Gloomspite. Together with Squigboss, Gobbapalooza, Moonface Mommet and Sneaky Snufflers the damage output is higher than Squig Herd by alot. Imagine a unit of 5 Boingrot charge a unit of 5 Chosen, lets estimated the total average damage... On Charge 5x 4+ mortal wound = 2 damage average Rider Attacking (Squigboss Yellow Lurka, Loonboss all-out attack, Gobbapalooza Nasty Poison, Moonface Mommet) 11x 3+ to hit, 3+to wound, 6s to wound additional mortal wound, rend -4, damage 2 = 10 damage average (If Sneaky Snufflers Looncap Shrooms rolled 6+) 16x 3+ to hit, 3+to wound, 6s to wound additional mortal wound, rend -4, damage 2 = 16 damage average Squig Attacking (Squigboss Yellow Lurka, Loonboss all-out attack, Gobbapalooza Nasty Poison, Moonface Mommet) 15x 3+ to hit, 3+to wound, 6s to hit & wound additional mortal wound, rend -3, damage 1 = 9 damage average (If Sneaky Snufflers or Jaws of Mork) 20x 3+ to hit, 3+to wound, 6s to hit & wound additional mortal wound, rend -3, damage 1 = 12 damage average The total average damage is about 21 wounds against Chosen, who only have 15 wounds. If Chosen had Mystic Shield or All-Out Defense, about 18 wounds. If Chosen had All-Out Defense and Mystic Shield, about 16 wounds. A unit of un-reinforced Squig Herd (with Squigboss Yellow Lurka, Gobbapalooza Nasty Poison, Moonface Mommet) will do a total average of 12 wounds against Chosen. If Chosen had Mystic Shield or All-Out Defense, about 10 wounds. If Chosen had All-Out Defense and Mystic Shield, about 9 wounds. I will not deny that double Squigboss + 36 Squig Herd Alpha strike is very effective (hero phase min 12" max 22" move), getting addition buff is hard and will require hand of gork or that endless spell to move wizard. I rather put extra rend then ward save on those Squig because I prefer max damage and then use the fleeing 9" mortal wound to kill his nearby characters. After playing many games mixing Troggoths, Spiders, Squigs and Grots.. King Gitz with Clammy Hand edge out over Jaws of Mork & Clammy Hand, especially after your opponent double turn in either round 2 or 3. To improve the chance to bring back that one unit on a 4+ to 93.75% or two important units at 66%, makes a hell of a different. King Gitz with Clammy Hand allows us to play aggressively and trade units with your opponent and win by the war of attrition.
  3. I hope that AoS 4.0 will not happen until start of 2025. Because I hope that there will be at least 1.5 years of data collection & balancing after all the battletomes that is coming out is released. Really hope that can create different battleplan plans & tactics for 1k games, almost everyone agree that only 2k games can see some reasonable balancing and counter play. When is the Alves from realm of Shadow coming anyway? Anyway regarding 40k, I hope that instead of making AoS like 40k they should make 40k like AoS. Double turn!!!! (most likely will cause a riot hahaha)
  4. This is really cool! You added in the rules for the explosive ending?
  5. Skitterleap can only target models with Hero keyword. Verminlord Deceiver one is better, just 6" away from enemy. What we should be really worried about that is the Deceiver Skitterleaping a Corruptor or Lord Skreech next to a Gnawhole that is place in our deployment area in the hero phase. Or both. With +1 casting, Corruptor will delete horde. Lord Skreech will have +2 to casting, and can summon rats into our deployment area after killing our troops. Next they can drop the Warp Lightning Vortex for a kickass. THEN in the movement phase they can teleport away to another Gnawhole, while the Vortex kill even more stuffs.
  6. Cloak vs Amulet? I say depending on your army. If pure Beastclaw? Take Amulet, because your army really don't have much point left to get large block of unit to tank objectives. Heal with 2 Huskard on Thundertusk and your game will be more fun! If mixed Destruction? Cloak so that you can fly over your Grots units and surprise your opponent. Best paired with Moonclan Grot with Fanatics to give your opponent a hard time.
  7. Not like you can control/predict the dice roll. This Everwinters' Blessing is just too random to be useful, take it as a bonus if anyone wish to go Beastclaw. But to plan your entire game plan around it? No, sounds like a bad idea. Can if you are a causal player and would like an army that looks good and cool. However lets just wait for the Beastclaw Raider & Ironjawz Battletomes this year before your Braggoth makes both Gruntas and Mournfang much better, however the current meta is evolving into something quite different. Any army with -1/-2 to hit will just cripple your army. Read many reports that says the Gruntas out-performed the Mournfang.
  8. So have I 😎. But they can only use it once per unit of Snufflers.. Having 4 units of Snufflers can really do a very deadly combo.. A block of 60 stabbas can take a 6d6 mortal for a +4 to their attacks. That's gonna be 63 attacks just from the netters. The trick here is to get those 60 stabbas within 12".
  9. Your list seems to be very deadly! If you want to make it fightier you can swap one of the Squigs Herd for Snufflers. Their ability to plus 1 attacks can be awesome, given to your small unit of Squigs or Mangler or Bounderz! Plus the models look great! Plus you can put fanatics in them, to the surprise of your enemy who thought it was in your stabbas!!!! Hand of Gork those Snufflers and your enemy might just think that you wanna use their special ability. Then unleash your fanatics!!
  10. Seems legal. Situational and really powerful when you can do it. However depending on the bad moon is a bad idea.
  11. Allegiance: Gloomspite GitzLeadersLoonboss (70)- General- Trait: Tough 'n' Leathery Madcap Shaman (80)- Artefact: Moonface Mommet - Lore of the Moonclans: Itchy NuisanceBattleline6 x Squig Herd (70)20 x Stabbas (130)- Stabbas & Moon Shields- 3x Barbed Nets- 1x Badmoon Icon BearersUnits5 x Loonsmasha Fanatics (140)BehemothsMangler Squigs (240)Mangler Squigs (240)Endless SpellsScuttletide (30)Total: 1000 Wounds: 70
  12. After studying the book I find that the real star of Gloomspite Gitz is the Loonsmasha Fanatics. Taking 15 at 420 points might seem crazy. But at a 1000 point games it's extremely deadly. In 2000 points game? I think it is really ridiculously effective and good. 15 D6 attacks is average 40-50 attacks. So far the best I ever rolled was 69 attacks. It is a ridiculous amount of damage with that rend -2 and D3 damage, I was easily doing 20-30 wounds. Plus even if the enemy survive that you will get to pick to have a unit to combat first. After that I even got the 7 surviving Fanatics to charge another unit! Well just my review of the new rules for Fanatics. Absolutely love them.
  13. Charging with a "fight another day" trait General shall allow you to avoid retaliation... if you roll high enough... Now imagine rolling a 2.. 🤣😅 Actually after you cast "itchy nuisance" on that unit, any unit that charged it can attack first without retaliation! Remember that after you charged successfully, those units can still move 3" toward the closest enemy unit, even if the unit you charge is destroyed!!
  14. I dunno. Somehow I think they are not game breaking. Their mortal wounding ability mirror the Evocators. The Stormcast Evocators are in unit of 5 model, 3 wounds each with 4+ save and bravery 8. They have good solid attacks and incredible damage. They are 200pts. A unit of 10 Bounders is 200pts and mirror the mortal wound output.. however with it's low bravery 5 it's kind of weak. Killing one can make you lose more, very easily. The Evocators Riders are 300pts for 3. I really don't wish for them to make it bad.
  15. I was thinking about magic and realize that the Gloomspite Gitz have the most amazing Anti Magic ability ever. A Madcap Shaman with a Staff of Sneaky Stealin'!!!! Hand of Gork this Shaman to the back of your opponent line where their Wizards and Heroes are! You will average out a min of +2 to the casting and unbinding! Against some army you can even get a +4 or +5!!! Cast the endless spell "Malevolent Moon" and fly it to the most important caster of the army for a -2 to casting! Cripple that Lord of Change, Nagash, Alarielle or any other Wizard! Well there are those pesky auto-unbind units that can cripple your plans completely... And those list with no wizards at all.. With all these in mind I tried to make a list.. But it is a 6 drop army, wondering should I go more spiders and take out the 20 Grots for objective holding.
  16. The Bad Moon spoke to me, he told me that Scuttletide at 30 points should be an auto include. Huge area denial. Next he whispered to convince everyone here that the Mork Mighty Mushroom should be an Auto include. Huge area denial. Play mind games with your opponents.
  17. I recommend changing the Rockgut Troggoths to Endless spells; Scuttletide, Malevolent Moon, & the Mork Mighty Mushroom! Since you are getting the box with Arachnacauldron, just use all the endless spells! It will cost 160 for those 3. They are amazing! I personally find Scuttletide an auto include in all of my list. Infinite Range, Area denial of 6" around a huge base. As much as possible the Mork Mighty Mushroom is also a must for me, a freaking 18" pizza of mushroom doom!!!
  18. I personally find that Itchy Nuisance is so useful in all army build of Gloomspite Gitz. Even mortal wounding spiders or Troggoths Heavy list. You can charge 3 small units into one enemy unit that you cast this spell on and you attack 3 times. Doing away with Wizard is no good for this army, it has so many debuffing spells! I personally think that the endless spells of Gloomspite is the best of all we seen.. Against horde army like Daughters of Khaine? Hand of Gork your Arachnarok Shaman and Mork Mighty Mushroom. Can also use to area deny an objective. Against caster heavy Tzeentch? Hand of Gork your Arachnarok Shaman and cast Malevolent Moon to cripple his shaman (with the Bad Moon you can give -3 to casting..) Against any army, just Scuttletide and area deny or block their movement. The Arachnacauldron give +1 to casting and it is so good with Arachnarok Shaman. You also can gamble with Fungoid Shaman 4+ mortal wound save for it to cast a big spell with +2 to casting if the Bad Moon is on your side.. We have so many choice here. Awhile ago I posted one build with a Rogue Idol for a +4 to casting for Shragrott Loonking when there is a Bad Moon. What you all think of the Endless Spell? Especially the Mork Mighty Mushroom! Meh or Whoohooo?
  19. Actually it more than justified the extra 30 points. It gain a ranged attack and more melee attacks and 1 additional wound. If I'm not taking Skragrott this will be the next best choice. Makes 60 Stabbas super deadly.
  20. Been thinking about having more endless spells in the game. Defensive sneaky list. Allegiance: Gloomspite GitzMortal Realm: GhurLeadersLoonboss (70)- Artefact: Gryph-feather Charm Skragrott, The Loonking (220)- General- Lore of the Moonclans: Hand of GorkMadcap Shaman (80)- Lore of the Moonclans: The Great Green SpiteWebspinner Shaman (80)- Lore of the Spiderfangs: Venomous Spiderlings Battleline20 x Shootas (130)- 3x Barbed Nets- 1x Moonclan Flag Bearers6 x Squig Herd (70)60 x Stabbas (360)- Pokin Spears & Moon Shields- 9x Barbed Nets- 2x Moonclan Flag Bearers- 1x Badmoon Icon BearersUnits10 x Loonsmasha Fanatics (280)5 x Sneaky Snufflers (70)BehemothsRogue Idol (400)- AlliesEndless SpellsScuttletide (30)Mork's Mighty Mushroom (80)Scrapskuttle's Arachnacauldron (50)Chronomantic Cogs (60)Soulsnare Shackles (20) + Moon Loonshrine (0)Total: 2000 / 2000Extra Command Points: 0Allies: 400 / 400Wounds: 147 As this is a defensive build, all our wizards shall be near the back, behind the Rogue Idol. With the the Rogue Idol and the Arachnacauldron our Skragrott Loonking can get +3 to casting and the Chronomantic Cogs can give additional spells from the Gloomspite lore. With the Bad Moon and an Arcane terrain we can even get +5 to casting. The Rogue Idol can ignore the Arachnacauldron mortal wound on a 4+. On turn two we can change the Cog for the +2 to charge bonus, then teleport our bomb of 20 Shootas with 10 Fanatics to destroy anything. Shootas can soften the target a little and we only need to roll 4+ to charge, and the damage from 10 Fanatics is no joke. We should be able to drop Scuttletide with a +2 to cast and disrupt your opponent. Our Loonboss and Snufflers will boost the Stabbas to do some mortal wound. We can also drop the Mork Mighty Mushroom to area deny or kill hordes. We can also drop the Soulsnare Shackle with it to ensure those near the Mushroom can't escape. Please give me feedback on this list.
  21. Been thinking of a list that can really punch and hold. Any feedback? Allegiance: Gloomspite GitzMortal Realm: GhurLeadersLoonboss (70)- Artefact: Gryph-feather Charm Madcap Shaman (80)- Lore of the Moonclans: Call da MoonLoonboss on Mangler Squigs (300)Skragrott, The Loonking (220)- General- Lore of the Moonclans: The Hand of GorkLoonboss on Giant Cave Squig (110)- Moon-cuttaBattleline60 x Stabbas (360)- Pokin Spears & Moon Shields- 9x Barbed Nets- 2x Moonclan Flag Bearers- 1x Badmoon Icon Bearers6 x Squig Herd (70)20 x Shootas (130)- 3x Barbed Nets- 1x Moonclan Flag BearersUnits5 x Loonsmasha Fanatics (140)10 x Boingrot Bounderz (200)5 x Sneaky Snufflers (70)5 x Loonsmasha Fanatics (140)Endless SpellsScuttletide (30)Mork's Mighty Mushroom (80)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 165
  22. Preparing to running this list... Still waiting for my Colossal Squig to arrive.. It will either that or 15 Boingrot Bounderz for the same points. Main punching force is the 15 Fanatics with Hand of Gork! I wonder how many can survive a successful charge? With the Sporesplatta protection and Skragrott 4+ wound/mortal save, my Hand of Gork will not be easy to shut down. Any thoughts? Which you think is better? 15 BoingrotBounderz or 1 Colossal Squig? Allegiance: Gloomspite GitzMortal Realm: ChamonLeadersSkragrott, The Loonking (220)- General- Lore of the Moonclans: The Hand of GorkLoonboss (70)- Artefact: Spiteful Prodder Madcap Shaman (80)- Lore of the Moonclans: The Great Green SpiteMadcap Shaman (80)- Lore of the Moonclans: Call da MoonBattleline20 x Shootas (130)- 3x Barbed Nets- 1x Moonclan Flag Bearers60 x Stabbas (360)- Pokin Spears & Moon Shields- 9x Barbed Nets- 2x Moonclan Flag Bearers- 1x Badmoon Icon Bearers6 x Squig Herd (70)Units15 x Loonsmasha Fanatics (420)5 x Sporesplatta Fanatics (120)5 x Sneaky Snufflers (70)BehemothsColossal Squig (300)Endless SpellsScuttletide (30)Malevolent Moon (50) MOON LOONSHRINE!!!!! (0)Total: 2000 / 2000Wounds: 157
  23. That's only if you max out the Squigs Herd unit previously; each unit of 5 squigs was 60 points and the herders were 20 for 2 grots with 1 wound each. It was 80 points for 12 wounds. And previously you can have more herders and share them between a few units of Squigs. Because they were different units, there was always the problem that your Squigs charge into combat but your herders were too far away for the +1 to hit rolls. It's now just a really cheap mediocre battleline at 70 pts for 12 wounds. The Squigs Hoppers are much better now at 90pts. If you have them, it will be best if this unit is kept 6" away from friendlies, the potential of getting shot at and you failing your battleshock is very high. You don't wanna waste a command point on them to auto pass the battleshock to prevent friendly damage. But at the same time that's so Orcs and Goblins! Miss the good old failing animosity infighting. However I would argue that the reduction in Damage output is debatable. The overall synergy with the Loonboss on Mangler/Squig command ability is very good. I think a good usage will be as a solo suicide unit running up a flank/empty area and be disruptive, their special ability is self-destructive. They need a big number for the ability to shine but I personally find that it is too expensive for the damage, you lose models just to deal damage. The Squigs Hoppers are much better at that, the Squigs Knights are also awesome. I think they are going to be the most popular units with Moonclan.
  24. Hi was just reading about Tzaangor skyfire and shaman. The Shaman gives +1 to the skyfire hit rolls when they are within 12" and the skyfire gets +1 to their hit rolls when they are within 9". Doesn't this mean that they get +2 to their hit rolls?
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