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AoS 2 - Gloomspite Gitz Discussion


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@RaritanAnon 

You've got some good initial feelings which give you a great place to start. If we cut off all the "chaff" in your list and see what we're left with.

Allegiance: Gloomspite Gitz

Leaders
Loonboss on Mangler Squigs (300)
- General
- Trait: Fight Another Day 
Madcap Shaman (80)
- Artefact: Moonface Mommet 

Battleline
24 x Squig Herd (280)
24 x Squig Herd (280)

Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)

Battalions
Squig Rider Stampede (140)

Total: 1480 / 2000
Extra Command Points: 11
Allies: 0 / 400
Wounds: 152

Then we have the things you thought were ok or didn't mention.

6 x Sneaky Snufflers (70)
Mangler Squigs (240)

This gives us an idea of what is "core" what's "nice to have" and what you don't like. We also have a useful bit of information in the "bounderz suck when they get charged". Seems like an obvious and innocuous comment but it gives us a very clear problem to try and solve.

So how do we go about fixing this. Well we know you've got 520 points to work with, you need a battleline and you need to be able to stop him charging/trying up the squigs. That second problem tells me you just don't have enough screen/area denial. 

There is are a few ways to go about fixing it. Another squig herd, youve already said you like them and they fill both problems, or a unit of stabbas. You can also take then as min/max units, a unit of 20 grots can be spread in a line 1 deep to provide a basic screen, drop denial and their 3" move block bubble while a unit of 60 is another massive road block.

On the other hand a unit of 6 squig herd can perform a similar role but at half the points. Again you've said that the units of 24 are working so a 3rd big block is another choice.

Let's go with a unit of 6 as you really want them to deny movement and buy time/space. They should also clear out to let the bounderz get in, more importantly it gives you the chance to test a unit of 6 and see how you feel about it. This is 70 points leaving you with 450 spare. Additionally since we've cut the fungoid and have the madcap we can take squig lure on the madcap instead.

Again from here you have choices,a second Manglerboss is 300 leaving you with 150 spare or the basic one would give you 210 points left and letting you put another 10 bouncers in that now empty battalion spot. This would even leave you with a 10 point triumph option, really useful for getting something dead or a free triumph. Since you are trying things however how about cutting the spare mangler and adding skragrott. 

Allegiance: Gloomspite Gitz
Mortal Realm: Ulgu

Leaders
Loonboss on Mangler Squigs (300)
- General
- Trait: Fight Another Day 
- Artefact: Doppelganger Cloak 
Madcap Shaman (80)
- Artefact: Moonface Mommet 
- Lore of the Moonclans: Squig Lure
Skragrott, The Loonking (220)
- Lore of the Moonclans: Hand of Gork

Battleline
24 x Squig Herd (280)
24 x Squig Herd (280)
6 x Squig Herd (70)

Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)

Battalions
Squig Rider Stampede (140)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 190

This is the hyper trim version of your list. It's cut out literally all of the utility and nice to haves in favour of maxing on the power. It also gives you a chance to see how you feel without the snuffler, fungoid, hoppers or second mangler. You also get to try out skragrott without him being the general, it's also worth noting you could use him as the general of this army since the squig herds are all battleline with him.

This will give you a bunch more information about your list, units and what you like/dislike/oh god I didn't realise how important that was.

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13 minutes ago, Malakree said:

@RaritanAnon 

You've got some good initial feelings which give you a great place to start. If we cut off all the "chaff" in your list and see what we're left with.

Allegiance: Gloomspite Gitz

Leaders
Loonboss on Mangler Squigs (300)
- General
- Trait: Fight Another Day 
Madcap Shaman (80)
- Artefact: Moonface Mommet 

Battleline
24 x Squig Herd (280)
24 x Squig Herd (280)

Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)

Battalions
Squig Rider Stampede (140)

Total: 1480 / 2000
Extra Command Points: 11
Allies: 0 / 400
Wounds: 152

Then we have the things you thought were ok or didn't mention.

6 x Sneaky Snufflers (70)
Mangler Squigs (240)

This gives us an idea of what is "core" what's "nice to have" and what you don't like. We also have a useful bit of information in the "bounderz suck when they get charged". Seems like an obvious and innocuous comment but it gives us a very clear problem to try and solve.

So how do we go about fixing this. Well we know you've got 520 points to work with, you need a battleline and you need to be able to stop him charging/trying up the squigs. That second problem tells me you just don't have enough screen/area denial. 

There is are a few ways to go about fixing it. Another squig herd, youve already said you like them and they fill both problems, or a unit of stabbas. You can also take then as min/max units, a unit of 20 grots can be spread in a line 1 deep to provide a basic screen, drop denial and their 3" move block bubble while a unit of 60 is another massive road block.

On the other hand a unit of 6 squig herd can perform a similar role but at half the points. Again you've said that the units of 24 are working so a 3rd big block is another choice.

Let's go with a unit of 6 as you really want them to deny movement and buy time/space. They should also clear out to let the bounderz get in, more importantly it gives you the chance to test a unit of 6 and see how you feel about it. This is 70 points leaving you with 450 spare. Additionally since we've cut the fungoid and have the madcap we can take squig lure on the madcap instead.

Again from here you have choices,a second Manglerboss is 300 leaving you with 150 spare or the basic one would give you 210 points left and letting you put another 10 bouncers in that now empty battalion spot. This would even leave you with a 10 point triumph option, really useful for getting something dead or a free triumph. Since you are trying things however how about cutting the spare mangler and adding skragrott. 

Allegiance: Gloomspite Gitz
Mortal Realm: Ulgu

Leaders
Loonboss on Mangler Squigs (300)
- General
- Trait: Fight Another Day 
- Artefact: Doppelganger Cloak 
Madcap Shaman (80)
- Artefact: Moonface Mommet 
- Lore of the Moonclans: Squig Lure
Skragrott, The Loonking (220)
- Lore of the Moonclans: Hand of Gork

Battleline
24 x Squig Herd (280)
24 x Squig Herd (280)
6 x Squig Herd (70)

Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)

Battalions
Squig Rider Stampede (140)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 190

This is the hyper trim version of your list. It's cut out literally all of the utility and nice to haves in favour of maxing on the power. It also gives you a chance to see how you feel without the snuffler, fungoid, hoppers or second mangler. You also get to try out skragrott without him being the general, it's also worth noting you could use him as the general of this army since the squig herds are all battleline with him.

This will give you a bunch more information about your list, units and what you like/dislike/oh god I didn't realise how important that was.

Some good points. I agree, after a bit deliberation, that Skragrott is probably a must-have. And making him general loses me nothing, since I shouldn't be in extended combat with the Manglerboss unless I roll really badly. If so, I have the Doppelganger to fall back on. 

Secondly, is a third unit stronger than making both bounder units 15 strong? Not sure on that one, to be honest. 

Thirdly, I like the 24x squig herd, they're punchy, but not super durable. Then again, the alternative is Grots, which aren't really durable either. Plus, unless I add in a Loonboss, Snufflers, and maybe even Loonsmashas, I'm not really maximizing on them. At least that's how I feel. Whereas I don't need to babysit the squigs as I know they're mostly there to tie things up and probably die quickly. If talking hammer and anvil, they're like an anvil made of feathers. Plus, if I'm using them as a Vanguard, I don't have much for objectives. I feel like GG is a horde army and I'm trying to fight against the grain. 

On squigs, I feel like you either take min size 6man squigs and use them as a speed bump, or you take max size and actually use them for damage. That was my initial idea with the snufflers but they weren't able to really capitalize on anything due to their squig herd being decimated by two terrorgheists. 

I'm currently trying to see if I can fit 40 Stabbas in a list somehow. This is sort of what I've figured. If I use the grots as screens, I can safely Hand of Gork the squigs into somewhere else, and use their reroll charges to get the 9" charge, hopefully. 

Screenshot_20190324-183357_Chrome.jpg

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9 hours ago, RaritanAnon said:

Some good points. I agree, after a bit deliberation, that Skragrott is probably a must-have. And making him general loses me nothing, since I shouldn't be in extended combat with the Manglerboss unless I roll really badly. If so, I have the Doppelganger to fall back on. 

Secondly, is a third unit stronger than making both bounder units 15 strong? Not sure on that one, to be honest. 

Thirdly, I like the 24x squig herd, they're punchy, but not super durable. Then again, the alternative is Grots, which aren't really durable either. Plus, unless I add in a Loonboss, Snufflers, and maybe even Loonsmashas, I'm not really maximizing on them. At least that's how I feel. Whereas I don't need to babysit the squigs as I know they're mostly there to tie things up and probably die quickly. If talking hammer and anvil, they're like an anvil made of feathers. Plus, if I'm using them as a Vanguard, I don't have much for objectives. I feel like GG is a horde army and I'm trying to fight against the grain. 

On squigs, I feel like you either take min size 6man squigs and use them as a speed bump, or you take max size and actually use them for damage. That was my initial idea with the snufflers but they weren't able to really capitalize on anything due to their squig herd being decimated by two terrorgheists. 

I'm currently trying to see if I can fit 40 Stabbas in a list somehow. This is sort of what I've figured. If I use the grots as screens, I can safely Hand of Gork the squigs into somewhere else, and use their reroll charges to get the 9" charge, hopefully. 

Screenshot_20190324-183357_Chrome.jpg

I have the same issue now. PLayed against FEC who had the following list:

  Allegiance: Flesh Eater Courts
- Grand Court: Court of Delusion - The Feast Day
Mortal Realm: Ghur
Leaders
Abhorrant Archregent (200)
- Artefact: The Dermal Robe 
- Lore of Madness: Blood Feast
Abhorrant Archregent (200)
- Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Terrorgheist (400)
- Artefact: Gryph-feather Charm 
- Lore of Madness: Monstrous Vigour
- Mount Trait: Gruesome Bite
Crypt Infernal Courtier (120)
- General
- Trait: Dark Acolyte 
Battleline
9 x Crypt Flayers (510)
3 x Crypt Flayers (170)
3 x Crypt Flayers (170)
Battalions
Deadwatch (110)
Endless Spells
Chalice of Ushoran (40)
Cadaverous Barricade (30)

Total: 1950 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 94

My list was:

Allegiance: Gloomspite Gitz
Mortal Realm: Ulgu

Leaders
Loonboss on Mangler Squigs (300)
- General
- Trait: Fight Another Day 
- Artefact: Doppelganger Cloak 
Loonboss on Giant Cave Squig (110)
- Moon-cutta
- Artefact: Betrayer's Crown 
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: Squig Lure
Madcap Shaman (80)
- Artefact: Moonface Mommet 
- Lore of the Moonclans: The Hand of Gork
Battleline
6 x Squig Herd (70)
6 x Squig Herd (70)
6 x Squig Herd (70)
Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)
Behemoths
Mangler Squigs (240)
Battalions
Squig Rider Stampede (140)
Squigalanche (90)
Endless Spells
Malevolent Moon (50)
Chronomantic Cogs (60)
Scuttletide (30)
 

Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 134
 

It was a pure massacre. I managed to kill the unit of 9 flayers, but after that he summonned new units of flayers. The terroirgheist spammend the 12 mortal hits and the shooting of the flayers is horrible as causing mortal wound. This low bravery army was a snack for them.... Not to mention the double turn...not to mention feeding frenzy...

Now I am thinking on this list, to counter this ugly list:

Allegiance: Gloomspite Gitz
Mortal Realm: Ghur

Leaders
Skragrott, The Loonking (220)
- General
- Lore of the Moonclans: The Great Green Spite
Loonboss with Giant Cave Squig (100)
- Artefact: Gryph-feather Charm 
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork

Battleline
12 x Squig Herd (140)
60 x Stabbas (360)
- Stabbas & Moon Shields
40 x Stabbas (260)
- Stabbas & Moon Shields

Units
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)
10 x Loonsmasha Fanatics (280)
5 x Sporesplatta Fanatics (120)

Endless Spells
Scuttletide (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 195
 

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This discussion is really interesting, the match up against FEC is important in the actual meta, this army is top tier (maybe god tier before FAQ). 

So learning to play against them is important to consider (like the new skaven). 

I never played against them yet, but it will come and i'm a bit afraid, MW output, mobility, summons... 

My actual list is squig oriented 

Skargrott as general 

Loonboss on Mangler Squigs

Loonboss on Giant Squig

Fungoid Cave Shaman 

12 Squig Herd 

12 Squig Herd 

20 stabbas 

10 Boingrot Bounderz 

10 Boingrot Bounderz 

10 Boingrot Bounderz 

Squig Rider Stampede 

Mork's Mighty Mushroom 

Scarpskuttle's Arachnacauldron 

2000/2000

The most important thing in my mind is how to prevent Terrorgeist and / or Flayers to charge your Bounderz first and snipe the Archregent and / or others characters who can summon 

Edited by Arkahn
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41 minutes ago, Arkahn said:

This discussion is really interesting, the match up against FEC is important in the actual meta, this army is top tier (maybe god tier before FAQ). 

So learning to play against them is important to consider (like the new skaven). 

I never played against them yet, but it will come and i'm a bit afraid, MW output, mobility, summons... 

My actual list is squig oriented 

Skargrott as general 

Loonboss on Mangler Squigs

Loonboss on Giant Squig

Fungoid Cave Shaman 

12 Squig Herd 

12 Squig Herd 

20 stabbas 

10 Boingrot Bounderz 

10 Boingrot Bounderz 

10 Boingrot Bounderz 

Squig Rider Stampede 

Mork's Mighty Mushroom 

Scarpskuttle's Arachnacauldron 

2000/2000

The most important thing in my mind is how to prevent Terrorgeist and / or Flayers to charge your Bounderz first and snipe the Archregent and / or others characters who can summon 

Hello! FEC player here!

the best counter honestly is prolly hordes and chaff, spells that slow units down are also useful in the long run like shackles and stuff.  

Mortal wounds go down in effectiveness when the opponent is cheaper per wound, killing one Libby with a goof arcane bolt isn’t as great as zapping two marauders. Goblin hordes will be your friend here... next you need to be able to deal around 30 “pure” wounds to each monster (pure wounds being every attack that gets past wound rolls but not save rolls before rend) with rend this goes down of course, and a unit of 60 goblins will definitely be able to easily do this, but hard fast hitters will generally out perform and be better per point damage wise to the horde. You will need large units as you want the footprint to be big enough to block flyers... this will be a little tuff but it’s possible in gloom spite with 60 model hordes. This is where squig herds model density shows its weakness... 12 models wound stop a mounted theist from charging a unit of bounders a lot of the time. Shackles is a 20 point endless spell with 24 inch effective range (12 inch range plus 6inch shackle placement plus 6 inch effect range) for a 2/3 chance of halving movement I believe, this could grant you the moment of respite you need to charge his sorry ass and kill the big guys.

it should be noted that hordes lose vs FEC horde lists but do well vs monster spam and flayed spam... which means list arch types will make it so you will lose vs something... 😢

i don’t know much about your book but two hordes of 60 grots and moonshrine to recycle them for late game objective grabbing and shackles might do really well, it of course takes away from the squig focus but specialist lists will always have weaknesses, that being said FEC is definitely in a great place. I’ve stopped using them in friendlies and taken up my tzeentch army... something I never thought would happen lol 😂 (I do play heavy arcanites tho without skyfires so don’t worry I wasn’t one if those!)

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If I'm honest I definitely think Horde is the way Gloomspite will end out playing out. In the case of Squigs for example.

Spoiler

Allegiance: Gloomspite Gitz

Leaders
Skragrott, The Loonking (220)
- General
- Lore of the Moonclans: Hand of Gork
Loonboss on Giant Cave Squig (110)
- Moon-cutta
Madcap Shaman (80)
- Artefact: Moonface Mommet 
- Lore of the Moonclans: Squig Lure

Battleline
24 x Squig Herd (280)
24 x Squig Herd (280)
24 x Squig Herd (280)
24 x Squig Herd (280)
24 x Squig Herd (280)

Units
6 x Sneaky Snufflers (70)
6 x Sneaky Snufflers (70)

Endless Spells
Soulsnare Shackles (20)
Scuttletide (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 280

Have fun dealing with that. Just the insane amount of wounds, all doing good damage and solid mobility. Not to mention Skragrott being able to strip ethereal amulet putting the Squig herds up to -2 with the Mommet, it's going to chew through so much it's unreal. You also get well over 100 models onto the board while the endless spells give you the reach without being anywhere near the threat to you they are to your opponent.

The Snufflers with big Squig herds is a great call by @RaritanAnon.

Spoiler

Allegiance: Gloomspite Gitz

Leaders
Dankhold Troggboss (300)
- General
- Command Trait: Mighty Blow
- Artefact: Ghystrike

Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: Call da Moon

Battleline
60 x Stabbas (360)
- Pokin Spears & Moon Shields
60 x Stabbas (360)
- Pokin Spears & Moon Shields
20 x Shootas (130)
6 x Fellwater Troggoths (320)
6 x Rockgut Troggoths (320)

Endless Spells
Scuttletide (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 208

Similarly something like this seems like where the Trogg lists will naturally head. The two big stabba units give you a whole ton of board presence/control, the unit of shootas is amazing for screening deepstrikes while still being relevant later on and the Troggboss/Troggs provide you with some seriously high killing power against both hordes and elites.

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So the dust has settled on the weekend after a fantastic Throne of Skulls with my Gloomspite Gitz. Finished 19th overall, with 3 Major wins and 2 Losses. Heres my list, and I'll give a rundown of how I felt the weekend and the list went. 

Skragrott the Loonking - General - Hand of Gork
Fungoid Cave Shaman - Great Green Spite
Loonboss on Mangler Squigs - Gryph Feather Charm
Loonboss
60 Stabbas
20 Stabbas
12 Squig Herd
10 Boingrot Bounderz
5 Loonsmasha Fanatics
5 Sporesplatta Fanatics
6 Sneaky Snufflers
Morks Mighty Mushroom
Scuttletide
Geminids 
1990 Points

Skragrott is amazing, but we all new that already I think. I found I was very reliant on Hand of Gork to get anywhere across the table, and it went on to be my downfall in my last game (Scorched Earth) where each turn I either somehow failed to cast it, or it was unbound. However, I found the amount of CP's he provides to be fantastic, especially when Realm rules are in play. One of the games was set in Hysh, with a "pick a unit to fight at the start of the combat phase" command ability. Being able to use that on multiple units was great! 

Fungoid Shaman is great, the extra CPs alone is worth it. Still not sure on what spell, I found Great Green Spite to be a little underwhelming but that's dice. Each time I got it off, I would rolled a one! Most of the time I found my self casting Realm Spells and Endless Spells with it anyway. 

Loonboss on Mangler Squigs was an absolute unit, my opponents feared it, which is a great thing to have. Managed to roll a triple one for it's movement in one game though, but that's why we love Squigs right? Gryph Feather Charm proved pivotal, especially as its the obvious big scary target. 

The Loonboss on foot... was OK. Baby sat the 60 Stabbas essentially, doing the "stab em good" whenever it was needed. I did have points for a Madcap instead, but the Loonboss was painted, I think I'll persist with him, the extra mortal wounds can really help on some targets. 

The 60 stabbas were amazing, but I felt I used them incorrectly. My instinct was to keep them tight within that 12" bubble of the Loonshrine and use them as a defensive mass. I think in most scenarios I could have afforded to be much more aggressive with my use in them, especially with the amount of CPs I had available. The 20 Stabbas preformed ok, either acting as a screen or sitting on an objective. I think I used the two units the opposite to how I feel I should. Have the 20 sat by the shrine, and send the horde off to have a laugh with the enemy. 

The 12 Squigs were fun, 2 wounds is what makes them so worth it. My usual go to was Hand of Gorking them (when I actually got it off) due to the re roll charge rolls. I'm thinking they would be better in a larger unit sizer though, or the opposite and have multiple units of 6. 12 did preform well enough though. 

The Boingrot Bounderz are a fanastic unit, I think we all know that anyway. I let them down in a few games, setting them up so they have be charged, or being drawn into combat by having them slightly too close to their screen. But every time I did manage to get a charge off with them they did some work!

The Loonsmashas a great, and swingy as hell. First game, deleted 2 Fulminators in one round, other games... diddly squat. They are a good deterrent however. I set them up in the 60 Stabbas every game,  but I'm thinking putting them inside the 20 would have been far more useful in some games, as the 60 Stabbas can put out enough hurt most of the time on their own. 

I didn't know what to expect from the Sporesplattas, I took them mainly cos I love the concept of them. Their line of sight blocking never came into play, but the fact they give the +1 attack in the hero phase and can them move to keep up with the grots was very useful. When they got into combat they proved to have very reliable damage output, compared to the Loonsmashas anyway and hitting on 2's was great when some of the million sources of -1 to hit came into play. The Mangler Squig proved enough of a fire magnet that they weren't simply shot off the table every game, something I fully expected to happen. 

I like the Snufflers, the buffing of Moonclan units was useful, as it allowed to buff up anything in the army I felt needed an extra kick. Bounderz with +1 attack really turns up the heat. Its easy to leave them behind though, using the buff on the first turn often meant losing out on it for most of the game thereafter. 

Morks Mighty Mushroom. What can I say. It's simply incredible. My first game Skragrott managed to throw right in the middle of my opponents army and it pretty much accounted for most of my kills. Against lists such as Grimgast Reaper Legions, the mortal wounds really helped being able to stem the tide, I still lost against it, but my opponent and I were really impressed with how it did. 

The Scuttletide is great, a very useful tool to have. Being able to block on non-flying units and manipulating where your opponent moves can be  game winning in Age of Sigmar. 

I dont think much needs to be said about the Geminids, apart from expect it to not be 40 points in the GHB 2019!

Overall, I'm happy with a 3-2 and had a great weekend, I always aim for a positive win/loss so at least I achieved that. I think the Gitz are in a good place, maybe not the most powerful out there, but we can certainly give them a run for their money and look fantastic while we are at it. 



 

 

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6 hours ago, Malakree said:

Have fun dealing with that. Just the insane amount of wounds, all doing good damage and solid mobility. Not to mention Skragrott being able to strip ethereal amulet putting the Squig herds up to -2 with the Mommet, it's going to chew through so much it's unreal. You also get well over 100 models onto the board while the endless spells give you the reach without being anywhere near the threat to you they are to your opponent.

The Snufflers with big Squig herds is a great call by @RaritanAnon.

 

Hey now, I have also been banging the drum about Snufflers with Squig Herds since the book dropped...  😜

I like that list a lot.  Although I think just for personal amusement I would probably drop one of the endless spells and then convert a unit of squig herd into a Colossal.  But that is not due to any competitive idea and mostly because to me the Colossal Squig is just a big Squig Herd and I like the idea of the huge squig leading a swarm of little ones into battle.  So just a theme thing.  Same way that I would always bring a boss on mangler in any list designed primarily around hoppers/bounders even without the rules synergy.  Since the Mangler is basically the biggest squig hopper you can get it just fits the theme so well to me.  

I already own most of the squigs for that list so I might as well try it out some time.

Edited by Skabnoze
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5 hours ago, Matt Large said:

Overall, I'm happy with a 3-2 and had a great weekend, I always aim for a positive win/loss so at least I achieved that. I think the Gitz are in a good place, maybe not the most powerful out there, but we can certainly give them a run for their money and look fantastic while we are at it. 

If you could make any changes to the list, what would you add/remove? Drop the loonsmashas for another sporesplattas maybe? 

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2 minutes ago, Malakree said:

If you could make any changes to the list, what would you add/remove? Drop the loonsmashas for another sporesplattas maybe? 

I really like Loonsmashas, if anything I would do the opposite. The +1 attack is nice, but at the end of the day the grots arnt there to be the killy thing. You can build lists where they are, but for me the squigs are there for that.  Maybe drop the squigs for 20 stabbas and swap the spore splattas for Loonsmashas. Or take the sporesplatta out and simply take another 20 grots or another 12 Squig Herd. To be honest I have no idea ha. Its why I love this army so much, literally no idea what Im doing with it. 

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I really think, at least with the current book design, that Spore Splatta Fanatics are primarily a synergy unit for a "fighting grots" army build.  If your list does not include grots with the intention of them doing most of your offensive work in combat then you probably won't find the Spore Splatta Fanatics to be overly useful.  But, I think they drastically improve when your build calls for your grots to start getting buffs and doing the heavy lifting.  When that is the case it seems that many of the Spore Splatta abilities start to come into play.  They provide an extra +attack buff for the grots - which is very useful when layered on top of the other grot buffs.  Their LOS blocking ability begins to come into it's own when you have some fairly squishy buff provider units that could use shielding - such as the Gobbapalooza, Loonboss, Madcap + mommet, snufflers, etc.  And they also work well to assist grot units in combat by either fighting, protecting flanks, or funneling enemies into attack zones.

All that said, I do wish some of these units had broader roles rather than being so extremely niche.  The grot buffing units really seem to work in a very specific army set-up and drop off fast outside of that.

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6 minutes ago, Malakree said:

So my comment was predicated from 2 things.

  1. @Matt Large made the comment about them being consistent.
  2. With Skaven being such a huge part of the meta right now if you come up against them they could be crucial for protecting key pieces, eg. Skragrott/Loonbosses/Troggbosses

Yeah, I agree.  I was mostly just giving my 2-cents on the unit.  I think all of their abilities are useful in isolation, but whether they are a good inclusion for the cost for any single ability really depends on how useful that ability is for a particular list or matchup.  But I only find one specific build concept (fighting grots) where all of the abilities of the unit seems to come into play.  In that regard they seem very similar to the Gobbapalooza to me.  

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I have made this list to answer the FEC meta. 

Manglerboss (cloak, fight another day) 

Madcap shaman (ichy nuisance? 

Fungoid cave shaman (hand of gork) 

Loonboss

60 stabbas

40 shootas

20 stabbas 

15 boingrut bounderz 

5x2  loonsmasha

Snufflers 

Geminidis 

Opinions? 

The key to fight FEC is capitalizing on their already bad 4+ to hit. Also you have to have several ways of taking on the fighting first lord: mangler, ichy, fanatics, boingrut impacts, bows :)

Having lots of bodies helps. 

Edited by Sigwarus
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3 hours ago, Sigwarus said:

I have made this list to answer the FEC meta. 

Manglerboss (cloak, fight another day) 

Madcap shaman (ichy nuisance? 

Fungoid cave shaman (hand of gork) 

Loonboss

60 stabbas

40 shootas

20 stabbas 

15 boingrut bounderz 

5x2  loonsmasha

Snufflers 

Geminidis 

Opinions? 

The key to fight FEC is capitalizing on their already bad 4+ to hit. Also you have to have several ways of taking on the fighting first lord: mangler, ichy, fanatics, boingrut impacts, bows :)

Having lots of bodies helps. 

 Thinking on something liket his. The scream of those Flayers are bad for us, as our bravery is low. Difference is I try it with Skragrott, with his cp generation I should be able to bank enought to save the bravery tests, plus shooting 28" for the casters causing dots, and hopefully breaking the artefact with spell, sounds really handy to me. The one big unit of fanatics are for stressing my opponent, "where they could be?! as if they are released, they will hurt badly. 2 units of boingrot can snipe the heroes behind frontlines, and harder to tarpit 2 units. Scuttletide is for purely causing dmg for the heroes in the back as well, and if a ghoul horde arrives, it will be a handy blocker too. With sporesplattas and loonboss, one of the stabba unit will be a considerable threat as well.

Quote

Allegiance: Gloomspite Gitz
Mortal Realm: Ghur

Leaders
Skragrott, The Loonking (220)
- General
- Lore of the Moonclans: Itchy Nuisance
Loonboss with Giant Cave Squig (100)
- Artefact: Gryph-feather Charm 
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork

Battleline
12 x Squig Herd (140)
60 x Stabbas (360)
- Stabbas & Moon Shields
40 x Stabbas (260)
- Stabbas & Moon Shields

Units
10 x Loonsmasha Fanatics (280)
5 x Sporesplatta Fanatics (120)
10 x Boingrot Bounderz (200)
10 x Boingrot Bounderz (200)

Endless Spells
Scuttletide (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 195
 

What I maybe will change, is to bring only a minimal unit of squig herd, and the cauldron.

Edited by SzPtr
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22 hours ago, Matt Large said:

The Loonsmashas a great, and swingy as hell. First game, deleted 2 Fulminators in one round, other games... diddly squat. They are a good deterrent however. I set them up in the 60 Stabbas every game,  but I'm thinking putting them inside the 20 would have been far more useful in some games, as the 60 Stabbas can put out enough hurt most of the time on their own.

Thanks for the report!

 

A unit of Fanatics hidden in a 20 Stabbas (or shootas) unit is something I´ve been considering since the battletome was released. With Hand of Gork you are able to set up the Fanatics for a 6" charge which is a really nice tactical tool!

 

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17 minutes ago, Malakree said:

As a hilarious option, has anyone considered using the sneaky smugglers buff on a unit of 10/15 sporesplattas?

Seems like it would be pretty vicious.

It would be hard to set up, they'd need to be revealed in the previous turn in order to be out the recieve the buff. Not impossible, especially with a double turn.

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BATTLE REPORT:

Just wanted to give a quick battle report with a "Beta" strike list I practiced with against stormcast last night. It absolutely mopped up. Using it next weekend at a tourney. Tested it specifically against stormcast because they are the most common tough match up for a fully buffed Mangler Loonboss. Either Evocators + Spirit Flasks mortals outside of weapons in combat phase, or buffed up shooting balista list. Other shooties like Seraphon, Bonesplittas, Kharadron and Skaven would be tough but less common in my area. Of course the deleters like Nagash are a problem... idk

Mangler on Loonboss (General) - Fight another Day + Doppelganger

Skragrott Loonking (Hand of Gork)

60 Stabbas + 40 Stabbas + 20 Stabbas

10 Loonsmashas + 10 Loonsmashas

Skullmob Horde Battalion

Super easy and gets right up in the opponents face. 3 Drop Army so typically T1. Played scorched earth. 60 stabbas covering 2 objectives bubble wrapping skragrott and wholly within Loonshrine for no battleshock. Smaller units of stabbas positioned on 3rd objective.  Mangler on the front line dropped last on front line.

T1 go first. Messed up deployment with skragrott in pre-measurement. Ended up being 29 1/2" away from Lord Aquilar, rolled an 8 on HoG but got unbound. This is key to the T1 strategy so remember not to mess it up like I did. Mangler easily got over and deleted Lord Aquilar and a 3 man unit of Raptors. But Aquilar drops 3 spirit flasks. Mangler at 9W. No one can attack back.  Moves 8" away. 

T1 Stormcast drops 15x & 5x Evocators (no G. Surecharge) but 5x Evocators land 9" charge on Mangler. Evocators can't attack but drop 5 MW.  Also shot him with castigators at 3W, Mangler down to 2W. Mangler deletes 5x Evocators, moves 9" onto right objective held by 5 Retributors.

T2 go first. Skragrott HoG 20 Stabbas  9" from left objective held by 5 Retributors. 10 fanatics pop out 6" away. Delete 5 Retributors and burn objective. 10 fanatics in 60 stabbas pop out in front of 15 evocators. Kill 9 evocators, so middle objective relatively open. Mangler on right objective easily deletes 5 retributors, burns second objective, only one left in middle.

Called the game there at 10-3.  Stormcast player could mathematically win, but 120W of stabbas still on the board and 10 fanatics ready to fight again. Stormcast middle objective would have been a walk through for HoG in T3 + 10 fanatics about 12" and he wasn't going to move 100 grots off of my 3 objectives.

Didn't have to use it, but Skullmob Horde is more important for the 1 drop Stabbas. Bonus if the luck goes the other way and your 20 or 40 stabbas get deleted by T3 you have a 50% chance to pop the full unit back up on your defensive objectives next to Skragrott. Your pick to stay defensive or HoG them again.

NOTE: This list  is not fun to play with and not fun for your opponents unless they bring a competitive list. I wouldn't play this for much enjoyment as its really boring and tedious to move 120 grots around. Also, before screaming about how dumb it is to take Skragrott while not using him as a general, his purpose is to get HoG off with the highest probability of success. Only wizard in the army with +1 to cast. He is your best shot at getting HoG off so that Fanatics can pop out in T1. Bonus +1 to cast for 2nd round of Fanatics in T2/3 if the moon goes your way (67% chance).

Edited by TailoredTackle
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39 minutes ago, TailoredTackle said:

NOTE: This list  is not fun to play with and not fun for your opponents unless they bring a competitive list. I wouldn't play this for much enjoyment as its really boring and tedious to move 120 grots around. Also, before screaming about how dumb it is to take Skragrott while not using him as a general, his purpose is to get HoG off with the highest probability of success. Only wizard in the army with +1 to cast. He is your best shot at getting HoG off so that Fanatics can pop out in T1. Bonus +1 to cast for 2nd round of Fanatics in T2/3 if the moon goes your way (67% chance).

I'm actually really in favour of skragrott whether he's your general or not. Wrote a big ass post on how good he is a few pages back. 

You need movement trays here are the line ones I'm looking at getting from element games. Specifically want them because it premeasures the 1" gap and the magnets help with transport.

Side note, Skulkmob Horde is 3 units of fanatics, you need to split one of the 10s.

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Anyone having success with Hoppers? If so, in how large of a unit?  Understand the Bounderz love but I like the Hoppers aesthetics and the idea of additional movement. I'm also hesitant to invest too heavily in Bounderz as they are ubiquitous in lists, and GW has shown an inclination to make points adjustments to such units. Although ideally Hoppers will just get cheaper.

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1 hour ago, Mutton said:

So I run a mixed force of some grots, troggs, and squigs. Without any real battalion to grab, would it be worth it to take the Squig Stampede battalion with only 10 bounderz, simply to get the extra Artifact?

Maybe, it's a bit expensive for just an artefact tbh. You're passing up potentially another 5 Boingrots, 12 Squig Herd, a Loonboss on Giant Cave Squig. 

What list are you thinking of and what's the two artefacts you feel like you need?

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2 hours ago, Mutton said:

So I run a mixed force of some grots, troggs, and squigs. Without any real battalion to grab, would it be worth it to take the Squig Stampede battalion with only 10 bounderz, simply to get the extra Artifact?

Thats pretty much what im working on now list wise..140 pts does cut down on drops and gives the CP to start with plus another artifact.I think its worth it.

 

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9 hours ago, Matt Large said:

It would be hard to set up, they'd need to be revealed in the previous turn in order to be out the recieve the buff. Not impossible, especially with a double turn.

Spore Splatta Fanatics don’t hide within units. So there would be no timing issue in regards to buffing them.

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