Dingding123 Posted June 20, 2021 Share Posted June 20, 2021 (edited) Shame that Endless Spells' prices got hiked so high and that literally any hero can now dispel them. But at least they're bound-ish? Idc if Mork's Mighty Mushroom costs 100, I'll still run it haha. Same with Malevolent Moon; love those two spells. edit: WOW I didn't read well enough haha. Predatory spells are insane now Edited June 24, 2021 by Dingding123 Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted June 21, 2021 Share Posted June 21, 2021 9 hours ago, Dingding123 said: Shame that Endless Spells' prices got hiked so high and that literally any hero can now dispel them. But at least they're bound-ish? Idc if Mork's Mighty Mushroom costs 100, I'll still run it haha. Same with Malevolent Moon; love those two spells. I have no idea why the mushroom costs what it does. Scuttletide is better, and used to be only 30 points, even after the change its still cheaper (and weaker since it can be walked through now). Moon stocks are definitely up though, throwing a -1 or -2 on an enemy wizard is huge. Quote Link to comment Share on other sites More sharing options...
Darnok Posted June 22, 2021 Share Posted June 22, 2021 So has anybody given units of 30 Squig Hoppers a try already? 1 Quote Link to comment Share on other sites More sharing options...
Falandris Posted June 23, 2021 Share Posted June 23, 2021 Hey guys, is it just me or has the listbuilding become much more difficult these days. Since our cheapest Battlelineunit starts with 140 Points now (not counting Spider Riders - lol), I often find myself 20-40 Points over the 2000 Mark, unable to make an appropriate cut. The new minimumsize of Squig Herds and Hoppers feels like an unnecessary burden as well. Tbh i really miss the old size of 5 for Hoppers since I often played a minimum sized unit to sneak away an objective - I really don't see the application for 10/20/30 sized units, since in terms of pure attackingpurposes Boinggrotbounders outperform them in so many ways. If I choose a Dankhold Trogboss as my General, I seem to find more suitable solutions though. I would be very interested in how do you actually approach your listbuilding. Quote Link to comment Share on other sites More sharing options...
Boingrot Bouncer Posted June 23, 2021 Share Posted June 23, 2021 39 minutes ago, Falandris said: Hey guys, is it just me or has the listbuilding become much more difficult these days. Since our cheapest Battlelineunit starts with 140 Points now (not counting Spider Riders - lol), I often find myself 20-40 Points over the 2000 Mark, unable to make an appropriate cut. The new minimumsize of Squig Herds and Hoppers feels like an unnecessary burden as well. Tbh i really miss the old size of 5 for Hoppers since I often played a minimum sized unit to sneak away an objective - I really don't see the application for 10/20/30 sized units, since in terms of pure attackingpurposes Boinggrotbounders outperform them in so many ways. If I choose a Dankhold Trogboss as my General, I seem to find more suitable solutions though. I would be very interested in how do you actually approach your listbuilding. Yeah, 10 min on Hoppers and 12 on Herd make squig-lists harder. I did put up a list here s couple of days ago, with a couple of monster, but unfortunately that means that I can't run as many Bouncers that I would like. Quote Link to comment Share on other sites More sharing options...
Sinfullyvannila Posted June 23, 2021 Share Posted June 23, 2021 (edited) I feel like hoppers are our biggest losers unfortunately. 5s and 15s seemed to be best way too run them and they don't have 2"attacks. I'd actually rather use 5 spider riders over 10 hoppers even in a Squig list since Hoppers rarely benefited from synergy anyway. I honestly kinda thought that Squig Herds points increase is pretty fair if you run a Squig General and maxing out their numbers makes a lot of sense. Edited June 23, 2021 by Sinfullyvannila Quote Link to comment Share on other sites More sharing options...
Dingding123 Posted June 24, 2021 Share Posted June 24, 2021 One thing Spider Riders have going for them now is they're the cheapest Gitz battleline - granted they're not the best haha. Still, monsters counting as 5 for caps and that Arachnaroks didn't get hit too hard might be pretty huge for Spiderfang; maybe that's reason enough to run Riders in Spiderfang since an Arachnarok followed by a bundle of quick Riders should be enough to hold an objective. 1 Quote Link to comment Share on other sites More sharing options...
Malakithe Posted June 24, 2021 Share Posted June 24, 2021 Embrace the squig herd. Become the squig herd Quote Link to comment Share on other sites More sharing options...
Dingding123 Posted June 24, 2021 Share Posted June 24, 2021 (edited) I've posted a lot of random stuff here as of late, but I'll bother this thread just one more time with my rough draft for my AOS 3.0 list! I'm dubbing it Skragrott's Entourage. Subfaction: Jaws of MorkLeaders General: Skragrott, the Loonking - 230spell lore: Hand of Gork Loonboss on Giant Cave Squig: - 110weapon: Mooncutta artefact: Syari Screamersquig Loonboss on Giant Cave Squig: - 110weapon: Mooncutta Fungoid Cave-Shaman - 95spell lore: Itchy NuisanceBattleline Squig Herd - 160 Squig Herd - 160 Shootas - 140Other Units Rockgut Troggoths x2 - 290 Boingrot Bounderz x2 - 210 Boingrot Bounderz - 105 Dankhold Troggoth - 190Endless Spells Mork's Mighty Mushroom - 100 Malevolent Moon - 80 Wounds: 154Total: 1980 If other Endless Spells turn out to be as crazy as some make them out to be they can get shoved in in place of the Mushroom, which I won't do personally 'cause my brother gave me really well-painted Gitz spells as a gift last year that I intend to use thoroughly haha. It's got a bit of everything, the elites hit hard and Skragrott's Bad Moon control + Malevolent Moon can wash enemy Wizards not named Teclis. Heroes are pretty noteworthy now - they can dispel or unbind each hero phase and while Loonboss on Giant Cave Squig is no Monster its Redcap + Finest Hour + Screamersquig or All-Out Attack will still hurt! Shootas can squat on an objective while dealing a couple wounds at midrange, and Hand of Gork helps position either them or Rockguts (or even Skragrott!) wherever they need to be while the Squigs themselves get a ton of mobility from the Moon as well as their Loonbosses' CA. edit: 1980 for a Triumph is fantastic, as charge rolls can make or break elite-focused lists like this one. Edited June 30, 2021 by Dingding123 Quote Link to comment Share on other sites More sharing options...
Chumphammer Posted June 25, 2021 Share Posted June 25, 2021 (edited) 19 hours ago, Dingding123 said: I've posted a lot of random stuff here as of late, but I'll bother this thread just one more time with my rough draft for my AOS 3.0 list! I'm dubbing it Skragrott's Entourage. Subfaction: Jaws of MorkLeaders General: Skragrott, the Loonking - 230spell lore: Hand of Gork Loonboss on Giant Cave Squig: - 110weapon: Mooncutta artefact: Syari Screamersquig Loonboss on Giant Cave Squig: - 110weapon: Mooncutta Madcap Shaman - 80spell lore: Itchy NuisanceBattleline Squig Herd - 160 Squig Herd - 160 Shootas x2 - 280Other Units Rockgut Troggoths x2 - 290 Boingrot Bounderz x2 - 210 Dankhold Troggoth - 190Endless Spells Mork's Mighty Mushroom - 100 Malevolent Moon - 80 Wounds: 164Total: 2000 If other Endless Spells turn out to be as crazy as some make them out to be they can get shoved in in place of the Mushroom, which I won't do personally 'cause my brother gave me really well-painted Gitz spells as a gift last year that I intend to use thoroughly haha. It's got a bit of everything, the elites hit hard and Skragrott's Bad Moon control + Malevolent Moon can wash enemy Wizards not named Teclis. Heroes are pretty noteworthy now - they can dispel or unbind each hero phase and while Loonboss on Giant Cave Squig is no Monster its Redcap + Finest Hour + Screamersquig or All-Out Attack will still hurt! Shootas can squat on an objective while dealing some wounds at midrange, and Hand of Gork helps position them or Rockguts (or even Skragrott!) wherever they need to be while the Squigs themselves get their mobility heavily buffed by the Moon as well as their Loonbosses' CA. If Skraggot is your general then you cannot bring back squigs via the Loonshrine. It changed in the Broken Realms Kragnos Edited June 25, 2021 by Chumphammer 1 Quote Link to comment Share on other sites More sharing options...
Dingding123 Posted June 25, 2021 Share Posted June 25, 2021 (edited) 7 hours ago, Chumphammer said: If Skraggot is your general then you cannot bring back squigs via the Loonshrine. It changed in the Broken Realms Kragnos Honestly that's still fine with me. It's not like the Loonshrine is relevant all that often anyway, plus 6 Squigs aren't gonna turn a game around haha. If I were dead set on running reinforced Herds I'd be miffed. Edit: autocorrect Moonshine lol Edited June 25, 2021 by Dingding123 1 Quote Link to comment Share on other sites More sharing options...
Sinfullyvannila Posted June 26, 2021 Share Posted June 26, 2021 8 hours ago, Dingding123 said: Honestly that's still fine with me. It's not like the Loonshrine is relevant all that often anyway, plus 6 Squigs aren't gonna turn a game around haha. If I were dead set on running reinforced Herds I'd be miffed. Edit: autocorrect Moonshine lol I flip games with 3 Screamers all the time. Dont underestimate resurrected units. Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted June 26, 2021 Share Posted June 26, 2021 Got a game in with a trogg list against nurgle, we got a few rules wrong and didn't have the full ghb or secondary rules. I ran Dankhold with loonskin and glowy howzit Hag with amulet of destiny Madcap shaman with itchy nuisance Webspinner shaman with sneaky distraction 9 rockguts 6 fellwaters 3 fellwaters 10 hoppers 5 spider riders I ended up losing by 1 point at the end but it was very close even though I nearly tabled my opponent. My thoughts: Hoppers are still super weak and don't get mortals when retreating now (faq pending) Fellwaters still underperform for me, and in the new edition rend 1 just isn't enough. Unleash hell is cool on them but the damage is very swingy on the vomits. Rockguts are huge winners, rend 2, you can stack +1 to hit and the troggboss CA (since the boss is the target of his own CA) and they take +1 save super well. Troggboss is just as inconsistent in combat as ever, you could do a combat build but loonskin's extra CP is super valuable. Hag is phenomenal with amulet of destiny, she's just unmoveable without a significant amount of burst damage. 5 strong spider riders are useful as screens, fast objective grabbers, and backline objective holders but still do nothing in combat/shooting. 1 1 Quote Link to comment Share on other sites More sharing options...
Warboss Gorbolg Posted June 26, 2021 Share Posted June 26, 2021 Thanks for the summary report. I'm struggling with the idea of 10 Hoppers. Stinks because I prefer the look and speed of Hoppers, but suspect that I should build the bounderz instead. I've been staring at an unassembled box for the last few days! Quote Link to comment Share on other sites More sharing options...
Okonomiyakimarine Posted June 26, 2021 Share Posted June 26, 2021 I still struggle to grasp why the writers set 10 hoppers as baseline, but stick to 5 boingrots … the whole box size argument is dead in this case and hoppers in 5s was much easier in list building and usage on the table. Especially with the smaller size and more enforced terrain. Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted June 26, 2021 Share Posted June 26, 2021 If I had to guess hoppers are 10s now because they're supposed to be a standard battleline option for squig armies. The problem is they're overcosted for their bulk and damage if that's the case. They should've had a few points shaved off if they weren't increasing the costs of everything else enough. They could probably be priced the same as herds without forcing either out. Hoppers are faster, but herds have better output thanks to their 25mm bases. Herds arent necessarily slow either, 8" move with the loonboss CA, reroll run and charge, and easy access to run and charge. Quote Link to comment Share on other sites More sharing options...
Lord Krungharr Posted June 28, 2021 Share Posted June 28, 2021 I've got Spiderfang and 2 Fungoid Shaman....Looking to use the Gitz as my endless spell and magical mayhem army. If I limit myself to 3x5 Spiderriders I could fit Kragnos in there, because: reasons. When not using Kragnos, I'd double my Spider Riders and add Troggoths....looking like Rockguts might be the best choice. I love the Fellwater models, but the Rockguts are cool and I've experienced the crystal ends of their weapons many times. They ROCK! Not sure about spells, but I'm thinking Lifeswarm, Scuttletide, and the Malevolent Moon are a good set. Guess Geminids and Shackles are promising too. Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted June 28, 2021 Share Posted June 28, 2021 The cauldron is also a great spell, especially on a webspinner on arachnarok since it gives an extra +1 to cast 1 Quote Link to comment Share on other sites More sharing options...
Sinfullyvannila Posted June 28, 2021 Share Posted June 28, 2021 On 6/26/2021 at 9:13 AM, Ganigumo said: Got a game in with a trogg list against nurgle, we got a few rules wrong and didn't have the full ghb or secondary rules. I ran Dankhold with loonskin and glowy howzit Hag with amulet of destiny Madcap shaman with itchy nuisance Webspinner shaman with sneaky distraction 9 rockguts 6 fellwaters 3 fellwaters 10 hoppers 5 spider riders I ended up losing by 1 point at the end but it was very close even though I nearly tabled my opponent. My thoughts: Hoppers are still super weak and don't get mortals when retreating now (faq pending) Fellwaters still underperform for me, and in the new edition rend 1 just isn't enough. Unleash hell is cool on them but the damage is very swingy on the vomits. Rockguts are huge winners, rend 2, you can stack +1 to hit and the troggboss CA (since the boss is the target of his own CA) and they take +1 save super well. Troggboss is just as inconsistent in combat as ever, you could do a combat build but loonskin's extra CP is super valuable. Hag is phenomenal with amulet of destiny, she's just unmoveable without a significant amount of burst damage. 5 strong spider riders are useful as screens, fast objective grabbers, and backline objective holders but still do nothing in combat/shooting. I actually had a game against Nurgle this weekend. It did not go so well. But it was a 500 point escalation and there's only so much 9 models can do against a summoning army at 500 points. It also doesnt help when my rockguts failed all their saves an 12/14 wards on one turn. 1 Quote Link to comment Share on other sites More sharing options...
Dingding123 Posted June 28, 2021 Share Posted June 28, 2021 On 6/26/2021 at 5:04 PM, Ganigumo said: If I had to guess hoppers are 10s now because they're supposed to be a standard battleline option for squig armies. The problem is they're overcosted for their bulk and damage if that's the case. They should've had a few points shaved off if they weren't increasing the costs of everything else enough. They could probably be priced the same as herds without forcing either out. Hoppers are faster, but herds have better output thanks to their 25mm bases. Herds arent necessarily slow either, 8" move with the loonboss CA, reroll run and charge, and easy access to run and charge. TBF, every Gitz battleline is now a bit overcosted haha. At least they fly! Plus they can reroll their D3 movement in Jaws now. Honestly with 3.0 I've considered Orruks for battleline over Stabbas since they're cheaper, hit harder unbuffed, take up less space on the board and aren't as prone to keeling over to AoE or battleshock. Quote Link to comment Share on other sites More sharing options...
KrrNiGit Posted June 30, 2021 Share Posted June 30, 2021 How silly is this list? I call it suicide squigs. Now that we can get some real big squig herds I want to see how often can I throw them at my opponent, let them blow up and do mortal wounds as what’s left run away. If you’re not concerned about getting them to stick around they don’t need much support with free run and charge rerolls built in. The clammy hand lets you attempt to bring them back from the shrine twice at the START of your turn. So you can both double dip attempts both at the end and start of your turn. If you get them at the start you get to use them as normal too! 3 Quote Link to comment Share on other sites More sharing options...
Chumphammer Posted June 30, 2021 Share Posted June 30, 2021 14 hours ago, KrrNiGit said: How silly is this list? I call it suicide squigs. Now that we can get some real big squig herds I want to see how often can I throw them at my opponent, let them blow up and do mortal wounds as what’s left run away. If you’re not concerned about getting them to stick around they don’t need much support with free run and charge rerolls built in. The clammy hand lets you attempt to bring them back from the shrine twice at the START of your turn. So you can both double dip attempts both at the end and start of your turn. If you get them at the start you get to use them as normal too! Squigacalypse! Tbh I think the Amulet of destiny 5+ ward from the rulebook is probably better from the clammy cowl Also doing double fungoid as seems worth it looks good. Only thing is I might make the boingrots into 1 unit of 10 it can hit together and if they die you get 5 back Quote Link to comment Share on other sites More sharing options...
Chumphammer Posted June 30, 2021 Share Posted June 30, 2021 (edited) Allegiance: Gloomspite Gitz - Jareth's Bouncy Boyz - Sub Faction: Jaws of Mork LEADERSSquiggy Stardust, Loonboss on Mangler Squig (310)- General- Command Trait: Envoy of the overbounder - Artefact: The Amulet of Destiny The Thin White Duke, Loonboss on Giant Cave Squig (110)- Mooncutta- Artefact: Syari ScreamersquigScreamin' Lord Byron, Fungoing Cave-Shamen (95)- Lore of the Moonclans: Squig lureMajor Tom, Fungoing Cave-Shamen (95)- Lore of the Moonclans: Hand of GorkUNITS12 x Squig Herd (160)12 x Squig Herd (160)12 x Squig Herd (160)10 x Boingrot Bounderz (210) 10 x Boingrot Bounderz (210) 10 x Boingrot Bounderz (210) BEHEMOTHSMangler Squig (275) BATTALIONSWarlord (Enhancement – Artifact) (Mangler, Fungoids x 2, 12 Squigs) Battle RegimentENDLESS SPELLS / TERRAIN / COMMAND POINTS GRAND STRATEGIES/TRIUMPHPredator’s Domain Indomitable 1995points 5 Drops, 2 (4) casts, 2 dispels Edited June 30, 2021 by Chumphammer Quote Link to comment Share on other sites More sharing options...
dirkdragonslayer Posted July 1, 2021 Share Posted July 1, 2021 Well, I am pleasantly surprised Squig Hoppers got boosted to 10 models in a unit. Still a little overcosted compared to their Boingrot Brothers, but I like that I could bring a decent quantity without using reinforcements, and can bring a good amount if I spend reinforcements. Quote Link to comment Share on other sites More sharing options...
KrrNiGit Posted July 1, 2021 Share Posted July 1, 2021 9 hours ago, Chumphammer said: Squigacalypse! Tbh I think the Amulet of destiny 5+ ward from the rulebook is probably better from the clammy cowl Also doing double fungoid as seems worth it looks good. Only thing is I might make the boingrots into 1 unit of 10 it can hit together and if they die you get 5 back Yeah I was thinking about the amulet of destiny, it is probably better than just an extra negative to hit... i ran out of reinforcement points to lump up the boingrots. I plan on using them as screens for my big blobs anyway. Which seems kind of backwards but we don’t have a lot of fast screen options anymore. Quote Link to comment Share on other sites More sharing options...
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