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Skeekrit

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Skeekrit last won the day on January 15

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96 Celestant-Prime

About Skeekrit

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  • Birthday 12/13/1979
  1. Grots win 4 games at GWGT Heat 1

    The Giants are great fun, but just a liability against the armies I struggle against (large mortal wound output, lots of shots). The spiders are better against the first as they can give themselves the 6" 'free' move, use Battle Brew, and pin units. And much better against the second with 4+ rerollable save and ability to benefit from cover. I'd love to try the trolls as well (River & Stone) - I have some River trolls painted from 8th ed and an unassembled box so could do these - I just need to sign up to some 1 dayer events where I don't mind practicing and losing badly - unfortunately the club near me is still 8th/9th age so no chance to practice. I tried to get some chariots ready for the event last weekend, but life got in the way, so I didn't get them done. Could be okay as they are relatively cheap... but I don't know what to drop --- I love my horde armies.
  2. Grots win 4 games at GWGT Heat 1

    I much prefered the spiders as they were able to soak up a lot of damage. The Giants just worry me with the 1 in 6 inability to charge and no way to mitigate it. Having said that they are great fun and I've used them in my latest Narrative tournament over the weekend.
  3. The Red Gobbo approached a round building, knowing that danger, death and possible glory awaited. Fortunately the Sky Kraken could break the walls, and free the evil within allowing the Red Gobbo the glory which was surely his... In the distance he could see an alter, a large shrine to the glory of Godhood, and knew that he had to reach this to achieve his destiny. But much lay in the way, and he could not gain the shrine on his own. His followers would have be with him and for that they must go through the horrors, devils and mammoths in the way. However suceed his must and so he set off. Spotting purple in the distance and the sound of hooves the Red Gobbo knew that his troops must brace for impact. Taking his position at the rear he watched as the purple wave approached him. The followers of Slaanesh were upon his forces before he knew it, their preternatural speed ensuring they reached the Red Gobbo's bodyguard before they could react. The first Grots fell to the blades and hooves but others stepped forward desperately stabbing and kills the riders of Slaanesh. However the Red Gobbo could see his troops wavering and so he called on the Sky Kraken which came down and picked up the Red Gobbo in a careful tentacle ... transporting him to another of his groups of his Grots.. a group facing a horde of Mammoths. The Red Gobbo looked back at his initial force and watched it disintegrate without his guileful and superb leadership. But he had to get through the Mammoths and to do so he would need the Kraken to fight... and fight it did!
  4. Grots win 4 games at GWGT Heat 1

    I'm doing a Narrative event in February (Rise of Empires) and I will be painting a few Wolf Chariots for that. I'd love the Trolls to be used as well, but can't justify the points when 60 Grots are 270! The Giants did add something, but unfortunately the Spider Riders were just more resilient and hence took more of the opponents army away (or didn't die). It's useful to have the ability of the Giants but for the armies I struggled against (Rukk & Tzeentch) I much preferred the Spiders. (They taken approx. 90 shots of the Rukk to kill them which is a good amount to soak up.) I'll let you know how Rise of the Empires goes, as I Giant is likely to be back in the army for that... ... only other option I see at the moment is the Spiderfang list as I don't want to go full one Moonclan (unless there is a Tome!!)
  5. Grots win 4 games at GWGT Heat 1

    Game 5 - Ironjawz - Scorched Earth - Major Win Maw Crusha, Foot Warboss, Warchanter, Shaman, 3 x 3 Gruntas, 5 Brutes, 10 Brutes, 2 Spear Chukkas I love playing Ironjawz, because you know what you get. Lots of big hitting brutal units and models. Unfortunately I have a lot of wounds and the Gore Gruntas normally get bogged down and then I can beat them (see game 1, GWGT) I deployed weak on my left (where the Maw Crusha ended up), and strong on my right (albeit near mystical terrain). However stars were the Grot Gitmob bows. The shamans passed every attempt at Sneaky Stabbin' (and failed every attempt at Mystic Shield), but this was the right way round for me, and the reach compared with the Ironjawz was too much. 5 Brutes killed turn 1, the other 5 killed in combat with the Grots. Gore Gruntas bogged down (especially as they had to hold their objectives as well). I did lose my spider on the left, who took 4 wounds from Bolt Throwers turn 1, so ran towards the Maw Crusha to reduce his options and movement for a turn. The fanatics then slowed him for another turn and he was only in combat on turn 4... far too late to make a difference (although he did kill the moonclan eventually, and gained 3 VPs when he burned the objective in turn 5. That made the score close (19-16) as the objectives I burnt in turn 5 gained only 1 point each, but shear weight of numbers did for the Ironjawz. Not much in the way of tactics from me, just walk forward like a conscript line and mob anything that charges me. So I ended up on 3 Major wins, and 2 Major losses and 27th place (top half!) which is a significant improvement on last year 58/72). I think I am starting to get the hang of this army, although the tier one armies with all the toys (Kunning Rukk, Tzeentch) are very difficult for me to beat. However the good thing about being higher up the table is I am playing some good players (at least 5/10 have been to masters) so I think I'm getting better with that experience. A great tournament and highly recommended for 2019 (after I get my ticket of course!)
  6. Grots win 4 games at GWGT Heat 1

    Game 4 - Warherd - Starstrike - Major Win 2 Cygor, 2 Doombull, 2 Ghorgon, 3 Minotaurs, 6 Minotaurs, 6 Minotaurs On paper this is a good match-up for me. Low wound count, very low save (5+) impossible to hide models with limited maneurverability (ie no fast, but no flying) means I should have been able to mob him. I put Spears on left with one spider, Bows in middle, Moonclan on right (with the artillery and other spiders). The Warherd set up with a strong right (so my left) and a weaker left, in the hope that the comets would land kindly. He allowed me to take the first turn and my Moonclan swarmed forward, whilst the artillery took a few wounds off a Ghorgon (due to Cunning Deciever). His turn he ensured his right flank was very strong, and ran most of his army, as well as throwing a Cygor rock at a spider (which missed). I got the second turn, and the power of my shooting proved itself invaluable. The Gitmob grots did 12 wounds to the left side Ghorgon, and killed a Cygor (with help from the artillery who also severly wounded the second Ghorgon). The moonclan charged the 3 Minotaurs and the Ghorgon and killed them both by the end of turn 2 (with the help of a spider). The comet did appear on my left side though, so I had to leave that for my opponent to pick up the first points (0-2). In his turn he went forward on my left, but failed charge with 6 Minotaurs into my Grot Spears. Turn 3, and he got the priority roll. Unfortunately both the other comets landed on my left as well... leaving me with a spot of bother and my Moonclan in totally the wrong place and trapped in combat with a Cygor. He charged the spears on my left, who held bravely and killed 4 Minotaurs (with help of a Spider), and his other large unit back-tracked to grab the new fallen comet in his deployment. My spears finished off the Minotaurs in my turn and my artillery started the trek to the left hand side, whilst my Moonclan retreated from combat (through deadly terrain) to try to get closer. The general charged into the Cygor to keep it static. The Gitmob archers also ran to get to the right place on the table. Turn 4 and he won priority again and I was getting a little nervous. However with the pressure from the archers, the Moonclan and 30 Gitmob Spears (as well as artillery in range), he took an educated risk and moved the unit of 6 Minotaurs to block me, leaving the objective. He then failed 3 run checks to get back to it, and so only scored 4 points. My Gitmob bows then got a spur from my general (11" charge) and capture the middle objective whilst engaging the minotaurs and one hero in combat. The spider on my left charged the Ghorgon (2 wounds left) and the moonclan advanced and released their fanatics. The minotaurs, hero, and Ghorgon all died leaving me on (11-12) but my opponent with one hero left. In turn 5 I killed it as it charged the 3 fanatics to get points and missed... with everything! The warherd are a great thematic army but not even tier 2 I would suggest. 5+ armour save and only 2 attacks (albeit a chance to gain more) is not up to scratch.
  7. Grots win 4 games at GWGT Heat 1

    Game 3 - Bonesplitterz - Battle for the Pass - Major Loss 3 shamans, 1 general, 3 x 30 Arrerboyz, 2 x 10 Arrerboyz, Kunning Rukk... ... sigh - see Game 5 of the GWGT Heat 1. Battle for the pass is very difficult for me against this as it can kill 90 Grots a turn with relative ease and I can't get close. I did give him the side with a large piece of mystical terrain, which he failed once turn 1. (However, this isn't enough!) This time I think I played much better than my last game GWGT as I decided to deploy on my 24" line and go for it. Unfortunately, I only succeeded in one 'Destroyers' roll, which left my opponent to pick off one unit, and murder 20 Moonclan, and then he got Priority into turn 2... game over unfortuantely and we called it at end of turn 2 (8-8 score) with me having virtually no army left. I do think I played better though and attacking made me happier than sitting back and slowly losing, but Battle for the Pass seems to be a really good mission for the Rukk as they attack on such a narrow front. I think if it were another mission I could come close, but with BftP I need the second turn, and a lot of luck. Like at the GWGT my opponent knew his army well, had 90 dice ready for each unit and played as quickly as he could. But high hitting, with exploding hits and severed tails (*) meant I couldn't get near him. (* - This is what I call a tail of a unit created to be within x" of a character which most players do (including me). However when the Orruk near the general is 9" away from the rest of the unit due to casualty removal and the whole unit gets the buff it's a little frustrating - perfectly fine in the rules so no complaint against the player... I just wish it weren't allowed)
  8. Grots win 4 games at GWGT Heat 1

    Game 2 - Tzeentch - Duality - Major Loss Balewind Vortex, Gaunt Summoner, Changeling, Skyfire hero, 6 Skyfires, 3 Skyfires, 6 Combat disc guys, 20 Maurauders, 10 Maurauders, 10 Maurauders I knew I was in trouble here. The Gaunt Summoner on Balewind kills 30 gobbos a time + battleshock, and the Skyfires can snipe my artillery off the board stopping me killing his heroes. The narrow deployments also means I can escape the range of the Gaunt Summoner (or reduce it's effectiveness), and my artillery can't hide... Turn 1 went as I expected, with Tzeentch going first, killing one Chukka crew, and one Thrower crew, reducing my bow Grots to 20 models and charging with all the disc guys... ouch! In my turn the Moonclan fought back against the Skyfires and killed the unit of 3 and 3 from the larger unit, whilst one spider approached the changeling on his objective. A charge later and the changeling was dead (mostly artillery really), and I had at least 1 point. Turn 2 Tzeentch won the priority roll and altered reality to bring back 3 Skyfires... shot off the artillery, and continued to kill the Grots. This was almost certainly where I lost the game, although I may have had a chance turn 3 as well (when I lost priority). This meant I was 1 point behind all game, and no reach to kill his Skyfire hero. Not helped when 4 of the combat skyfires came back (alter reality again) so I effective fought 2,700 points during the game. The rest of the turns were me trying to get near the second character and losing everything that came close. I think I would have had a better chance with a more 'normal' deployment so the Gaunt couldn't guarantee getting all my army. Also the fact the Changeling couldn't deploy in my deployment zone, so moved 'as near as possible' and took the objective for one turn... ! If I were to play that again, I would trust my Spiders to kill the Changeling on their own and fired the artillery at the Skyfire hero. Maybe forced the Gaunt Summoner to dispel his Balewind... or win the 2nd priority roll
  9. Grots win 4 games at GWGT Heat 1

    Sheffield Slaughter battle reports Sheffield Slaughter has now been running for 21 years with Dragon Slayers (and particularly Adie & Pete) knocking it out of the park again. We were all in one room which was great as well (I felt a little lost in terms of atmosphere last year as my Destruction army was caught in the bottom room (58/70). However this time was great fun, got to play some great guys (and gals) and enjoyed (almost) every minute of it... there's only so many times you can smile at the Kunning Rukk dices (Just quick note: I don't name my opponents because my view is a one player view and I may miss things or mis-represent them in error. So I refer to them all by 'he'. If they want to identify themselves then no problem. ) Army List can be seen above but quickly: 4 Gigantic Spiders, Battle Brew on one; 2 Gitmob Grot Shaman; 60 Moonclan Spears; 60 Gitmob Spears; 60 Gitmob Bows; 2 Rock Lobbers; 2 Spear Chukkas Game 1 - Total Conquest - Nurgle - Major Win 2 GUO, GOU character, 30 Plague Bearers, 30 Plague Bearers, 10 Plague Bearers, Slug guy This was a grudge following on from Warhammer Achievements and a great way for me to practice against the Nurgle. Total Conquest is best to start with otherwise the deployment hurts my head. We had 3 mystical terrain features in one deployment zone and none in the other, so naturally I went for the mystical. It can really improve the Grot shooting and I find the downside normally not too damaging. On the left I had the Gitmob Spears, centre was Bows, and right was Moonclan, whilst my opponent deployed most of his army on my left, near one of the new trees, and held a unit of 10 to capture the objective on my right (his 'thin' deployment area. Nurgle went first, and they are quick! Unit of 30 on my right immediately charged my 60 Gitmob spears, whilst the magic (and wheel) killed one Chukka crew and 3 of a Rock Lobber crew... (he did the same turn 2). His other unit of 30 stayed in the centre to give options on the other objectives, Horticulus took the 'safe' objective and the GUO marched forward. The Gitmob spears held against the Plaguebearers and killed a few in return. My first turn advance on my right with some spiders. One spider joined the Gitmob spears in combat, and the artillery shot off some plaguebearers. The spears stayed again, and I gained 2 points. The Gitmob archers also killed some plaguebearers from the central 30 unit. (2-3) I won the next priority and the moonclan captured the objective and more of the plaguebearers were shot. Having got the objective the Moonclan charged the central plaguebeares trapping them in combat and doing a fair chunk of damage. I had lost the objective on my thin side at this point due to goblin losses, but still scored 2 points and had put some pressure on. Nurgle sniped off more of the artillery and gained 2 points whilst the unit of 10 hid and the GUO threw some magic about (4-5) Nurgle won the next priority and went first, but the combats were proving difficult for him to munch through, and even with the GUOs joining in the fun they couldn't kill enough of the Moonclan to prevent me keeping that objective. In my turn the archers killed a GUO (mystic, Sneaky stabbin, Damned) and the spiders charged another GUO. They did a little damage, but the GUO failed to kill them. I gained 3, as the plaguebearers on my left lost more of their number and dropped below 20. (7-7) 4th turn was the key priority roll and I got it, going first and finishing off another GUO whilst running away with the Grots on the left (plaguebearers now on 4 models) leaving the spider in combat with them. The archers killed the 2nd GUO and the Moonclan chose not to charge (to save their numbers). Nurgle fought back hard in their 4th turn and almost killed enough moonclan (I had one more than him on the right objective at turn end after battleshock), and Horticulus killed the last of the spear Grots. The archer Grots were also in combat with a GUO and were smashed all over the place. Fortunately, Nurgle only gained 1 point, so 10-8. 5th turn I just held on with enough models in the right places (and some retreating). Very, very close game. Nurgle are very fast, and lots of wounds. Stars were the Grot Gitmob with bows... lots of damage when tooled up
  10. Grots win 4 games at GWGT Heat 1

    @Chris Tomlin.... how do I do this? Want to post up the Sheffield write ups as well now, but can't see how to change. Probably dead obvious!
  11. Grots win 4 games at GWGT Heat 1

    It'll be gret to see you back in 2019! Good idea on the change of name. I'll do on my return from Sheffield. Unfortunately, I didn't do very well last year (58th) after losing my first game against Skyre and getting worse from there. I think this army is much better though so fingers crossed. I'm against a Nurgle army first with (I think) 3 GUOs commanded by Ben Johnson. Hopefully I won't disgrace myself... or set myself up for a good submarine. I'd be happy with 3 wins though.
  12. Grots win 4 games at GWGT Heat 1

    Sheffield Slaughter List For those interested the new list is: Gigantic Spider (General, Ravager) Gigantic Spider (Battle Brew) Gigantic Spider Gigantic Spider Gitmob Grot Shaman Gitmob Grot Shaman 60 Moonclan 60 Gitmob (Bows) 60 Gitmob (Spears) 2 Spear Chukkas 2 Rock Lobbers Lets see if I can cope without the Giants!
  13. Grots win 4 games at GWGT Heat 1

    Game 5 - Bonesplitterz - Battle for the Pass - Major Loss 30 Arrer Boyz, 30 Arrer Boyz, 10 Boyz, 10 Boyz, 6 Big Stabbas, Characters (sorry can't remember!), Kunning Rukk I was on table 3 at this point have achieved 4 wins (having expected only 1, with a stretch goal of 2) ... and I was too timid. Worried by the damage the 2x30 Arrer Boyz could do on the first turn I set up back near my home objective with a single unit of 20 grots forward to grab an objective. He gave my the first turn and I did that, but not much else, meaning there was little pressure. The artillery was useless all game - poor rolling for me and good 6+ save rolling for him. The small Gitmob unit survived one round of shooting from one of the units (he used the movement in the hero phase to ensure the objective), whilst the other one ran to ensure the objective. However there weren't enough to contest the objective, and by then I was behind. He won the priority turn 2, and put me into play again (he won all 4 priority rolls, so I would probably have been shot to death if I went aggressive anyway!), and I advanced a long way with the Moonclan to try to put some pressure on and (mistake 2...) left the Gitmob archers behind! The Moonclan killed a unit of 10 Bonesplitterz and engaged a unit of Arrer Boyz but could wear them down quickly enough taking 15 wounds in the hero phase, then in the shooting phase despite having 3+ save vs shooting. (ouch!). Once it was clear the Moonclan couldn't break through on their own and I started to engage with the Giants and Gitmob bows it was far too late to recover it. We only got to 4 turns due to the rolling requirements of the Kunning Rukk (army was slow, the player played it as quickly as he could) Then came the wait for the results, and I had qualified with 22nd place! Really very happy with this as a final result as didn't expect qualification. Now onto the Sheffield Slaughter this weekend where I am playing Nurgle first game (gotta get the practice in somehow).
  14. Grots win 4 games at GWGT Heat 1

    Cheers Chris. Great to get feedback from one of the chief Warbosses! Does remind me I haven't done game 4 and game 5 yet so onward: Game 4 vs Seraphon (Starstrike - Major Win) 10 Saurus, 40 Saurus, 20 Skink, 2 Salamanders, Carnosaur, Foot Saurus Hero, Skink on Diadem, Slaan, Bastilidon With starstrike against a Seraphon army I was expecting a quick first turn whilst we waited for the comets to land... not a bit of it my opponent barrelled straight ahead on my left flank (Sallies, Skink, Carnosaur) and teleported the Saurus to the right flank using the +1 to a dice roll to allow them to move. The Saurus then failed a 4" charge on my 20 Gitmob Grots and were left sitting watching the show. They would have definitely wiped them out and taken my left flank which (again) I had left a little unguarded. In my first turn a Giant got an extra 6" movement, as did the Gitmob although the Moonclan failed their mystic terrain. My right flank then went mad with the artillery and Grots killing the Carnosaur and the Sallies. On the right my Grots moved away from the Saurus. In the second round the comet landed on my right (hurrah) and the Saurus teleported to attack my Gitmob, but just got bogged down. I was surprised how little damage they did, and the Grots just shrugged it off, and got a few sneaky prods in with their stikkas. My Giants then charged the Skinks (who retreated), and the Skink Handlers (who I failed to kill any of!), and my Grots on the left retreated from the Bastilidon. The third turn had both comets land on the left... (ah!) and I had to rush to redeploy my Moonclan over to that end, who released their fanatics, whilst the remain Gitmob held onto the objective for a turn. On the right everyBalewind and had sniped my general to death. The artillery killed him in turn 4. In my opponents turn 4 he ran the Bastilidon back to claim his objective and used the small Saurus unit (now 5 due to artillery fire) to contest my objective. Unfortunately the Bastilidon (in range of the fanatics) rolled a double 1 for number of shots and only killed a single fanatic which allowed my to do enough damage to Saurus with Gitmob, Fanatics, and a Gigantic Spider who had got over there. It was all over in turn 4, and I spent turn 5 trying to clear up which included killing the Bastilidon after it failed almost every single armour save in turn 5!
  15. Grots win 4 games at GWGT Heat 1

    I had three for my 8th edition, 9th age army... picked up the 4th from a mate for AOS, and then I stopped playing 9th age!
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