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Skabnoze

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Everything posted by Skabnoze

  1. You get 2 wounds per squig and I believe that in the skirmish rules the models still fight individually - so they should be more resilient than you might think. However, it has been a while since I played a skirmish game or since I read the new skirmish rules and I don't quite recall exactly how they handled battleshock. But even then you can still eat people when cave squigs run away.
  2. If you have a conversion idea that would be fun - then go for it. The Aleguzzler is not the most competitive choice, but he can be fun. He is definitely one of the most polarizing models in all of Destruction as some people really hate him and other people enjoy him. That said, I don't think anyone would argue that he is a highly competitive piece. All in all, if you are interested in a model then I would recommend proxying them in a few games to decide what your personal opinion of the piece is. Everyone likes different stuff and I would not treat any online opinion as gospel. There are a lot of informed opinions here, and a lot of those opinions are backed up by stats and by people trying to use things, but in the end go your own route and find out what works for you. And I will personally say that if you ever have a conversion or hobby project that really interests you then go for it. In my opinion it is always more fun to play with a cool model you made yourself that might have some subpar rules than a model you are not as excited about but that has great rules. I too have been brain-storming up a few different concepts for giants (huge bonegrinders in my case) and some of them are massive Troggs.
  3. The reseller market on places such as eBay for Carrion Empire and a number of other limited sets points to there being some level of underestimation from GW. I agree with you that erring on the side of selling the whole production run rather than sitting on product they cannot move is a good decision, however I think there is also an area where they can definitely underestimate how much they could have still sold from the initial run. There is a middle ground there. If they are happy with the return they made from this one-off run then good for them, however given the fact that this has rapidly sold out before it even hit the streets (and a number of other things did as well) indicates that they could have sold a greater amount. They operate in such short windows for even announcing that they will be releasing a product that it is simply not possible for them to effectively estimate what the market for something would be. Honestly, they should at least give retailers a longer heads up so that they can preemptively place orders and allow GW enough time to make sure they have stock to fulfill all of those orders - and then gauge how much they need for their own direct sales.
  4. Mine is the same. It is a very bad way to manage a retail store and try to build a community. I basically only purchase from my local GW store for impulse buy items anymore due to their issue with stocking. And when you place an order with them they make you walk over to a kiosk that simply uses their online store. I have no need to travel to their physical store to use their online website that I can easily do at home - or better yet purchase from the myriad of online discounters just as easily.
  5. What were the issues that caused you to lose?
  6. I'd do 5 squigs myself. They amount to far more wounds and can spread attacks out a lot more since they should all operate independently in the skirmish rules.
  7. Super glue should be fine. There is a very large contact area there. If you feel the need for extra hold then rough up the bottom of the connection with sand paper or simply score it in a hash-pattern with a knife. That will easily create a very strong connection.
  8. I would be stupid excited to see Krell come back. And a Wight faction release would bump that excitement up to over 9000.
  9. Because they still give extremely short notice to anyone outside their company about what products are upcoming. They give notice of at best a couple weeks rather than a quarterly roadmap. That means that most likely they have to do some sort of in-house estimations (magic 8-ball?) about sales when they decide how many copies to make rather than letting customers provide input (either retailers making orders or customer pre-orders). But to be fair, artificial scarcity is a better problem to have than a warehouse full of junk that you can’t shift.
  10. Probably still a bunch at online sellers. Although this pairing seems like it would be rather popular.
  11. I expect that there will be a new battletome soon and the battalions will be heavily changed.
  12. I would say it depends upon how many units you are taking in that battalion. Bear in mind that it allows just a standard Mangler Squig and not the leader version with the Loonboss mounted on the Mangler. If you have a bunch of Squig Hoppers and Boingrot units in your army, even at 1k points, then the battalion could be worth it. It just depends on how much you feel you can spare the ~140 points that the battalion costs.
  13. Yes, but I personally would go for more Squig Herds and Hoppers/Boingrots before getting the Colossal Squig unless you just really like the model. The Colossal Squig is a really good monster in general. I would argue that it is one of the best that Destruction has access to. He fits right up there in the company of the Troggoth Hag, Bonegrinder Gargant, and Rogue Idol. Those are all generally useful monsters that also have some interesting synergy. The Colossal Squig is the cheapest of those options (by a fair margin), but he can inflict enough damage to considered somewhat in the bracket as those choices. The Colossal is pretty much exactly what the model advertises - a really huge cave squig and he comes with everything that entails. He has relatively poor defense (although he does have a nice -1 to be hit in melee ability), but a large health pool. He has above average offense and although like most big monsters he suffers reduced effectiveness as he takes wounds he will remain dangerous up until he is killed. He also has a nice ability where when killed he spawns 5 cave squig models. He has random movement and it degrades with damage, but early game he will average out to being fairly fast. He also has the squig keyword which means he can benefit from any of the Squig buffs the army has. But all that said, he is pretty much a suicidal wrecking ball you will want to crash into your enemy and certainly not a finesse piece. But, despite giving that assessment I would still recommend someone looking to get a squig-heavy force to invest into the core units (Squig Herd/Hoppers/Boingrots) before going for too many of the big toys. I am a big proponent of maximum sized squig herds. If you are planning to play a squig themed force I would recommend having at least one full unit of squig herd. Go for the colossal once you have a good selection of core units.
  14. Honestly, I don’t think it matters. For most instances both the cutta and the stabba will perform the same. Unless you have a relic weapon then your melee damage is honestly coming mostly from the Squig and any damage the boss inflicts is a happy bonus. That said, if you are really trying to go for pure optimization then there is a slight argument for the cutta. The math is going to come out roughly the same for both weapons, but the cutta has a better to-hit which means you will generally score more hits with it. That in turn means more chances to make wound rolls even though the to-wound number for the cutta is less than the stabba. It’s not much, but that’s about the only difference. Honestly, I say just pick whichever one you think looks cooler.
  15. It sounds like you should go with the Webspinner rather than the second Fungoid. You obviously want to do it and it makes sense to use the tertiary caster as a damage source. Your list could use more anti-horde and the Spiderfang spell lore has the best spell to inflict damage on big units.
  16. Yeah, I realize he said he was interested in doing that. My primary question was whether he had considered swapping for the Troggoth Hag. Given that his list leans Troll heavy that seems like an interesting change to make.
  17. @Malakree have you considered swapping the Madcap shaman & Colossal Squig for a Troggoth Hag? It seems like the Colossal is working well for you, but if you really dislike the Madcap that might be a good swap. Otherwise do you plan to just swap him out for a Webspinner shaman?
  18. Those are neat. It is still hard to find interesting 32mm bases as not many companies have shifted into making them for more than 40k. I will definitely look into getting some of those.
  19. Are the colors locked in? I would really like the mushroom dice in the color green. Also, if you don't mind me asking - what was the cost of customization (I assume it varied depending on order size). I have been considering doing this same thing and I have simply been too lazy.
  20. Roll all of the attacks anyways. Bragging rights for extreme overkill. Besides, do you really think that a gobbo would not simply bounce on top of an enemy a couple more times for good measure (and probably spit on the corpse before bouncing away)?
  21. So the Fungoid Cave Shaman is probably the most widely used individual spell caster within the entire Gloomspite allegiance. If you were to parse most player lists built from the Gloomspite book you will see him pop up in more lists than Skragrott. In addition, he is probably one of the most utilized Gloomspite models as an ally for other allegiances or within mixed destruction lists. However, Skragrott is an extremely useful & well costed model and he is also very important to certain types of Gloomspite list design - especially if your list relies upon the use of the moon allegiance abilities. You will probably want to pick up both of them and you can use them both in a variety of lists. But in the end the Fungoid is more of a general use model and Skragrott is more of a specific use model. This mainly comes down to the low price of the Fungoid, his above average durability, and the ability to generate command points (which just about every army wants). EDIT: You can also not really ignore the value of Skragrott's personal spell - which allows him to permanently remove artifacts from enemies. That ability is extremely rare in this game and it can allow Gloomspite to handle certain characters that would otherwise be extremely troublesome for the army. But even then, that ability is not at all mandatory and simply very very useful.
  22. Yeah, I really hope that if they ever do more with grots (like the oft rumored steam-punk pirate grots), or maybe expand Gloomspite a few years down the line, that they bring back some version of the Doom Diver. A catapult that flings suicidal dive-bomber goblin hang-gliders is just too much fun to go away forever. We still have rules and points for much of this for now, but as with anything I fully expect the ideas that GW does not migrate over to a full army allegiance battletome to eventually be pruned from the game. That said, GW has a long history for taking ideas from their past and reinvigorating them. Pretty much the entire development of Age of Sigmar has been one big example of this. So I would not be surprised to see some of these forces, or individual models, come back in some form later down the road.
  23. I would not mind if GW brought any of these back as long as they did something interesting to them. They are all fairly generic and bland as old Warhammer concepts generally are compared to the more over-the-top interpretations that Age of Sigmar tends to favor. Tomb Kings are probably the most unique and interesting of those forces as-is If GW took any of those old forces and turned them up to 11 like they have been doing with the other AoS factions then I would be on board with it. But none of them are anything that I am going to actively campaign for either. And bear in mind that I own a decent chunk of Gitmob and I have a massive Greenskins army with over 200 infantry alone. But honestly, the only models that I would really miss from the Gitmob and Greenskins ranges if they were retired completely are the Warboss on Wyvern and the Doom Diver. I would like to see the Doom Diver stay in the game in some form as it really is the most iconic of goblin artillery.
  24. It will happen eventually whenever they get another book - but we have no idea how far away that is. It could happen soon or it could happen in a few years. There is no way to tell aside from GW announcing it. It is highly unlikely to happen outside of a new book though - since GW seem very very reluctant to make these sorts of changes in the General's Handbook or in their errata document. But that does not mean it should not happen. And honestly, the only temple that really should change is Hagg Nar. The fact that it is so amazingly ubiquitous indicates that either the other ones are all really bad or else Hagg Nar is far too useful. I like to use Occam's Razor for initial assessments and so I lean towards saying the single one that is used the vast majority of the time is probably the issue. But when you examine the abilities it becomes clear why that Temple is so heavily favored. It grants both a substantial offensive boost to the whole army and also gives a substantial defensive command ability. We can argue all sorts of things, but my opinion is that an army that is heavily built around being on the extreme offensive end of the spectrum should probably be fairly poor at defense. All that said, I don't think the Daughters of Khaine army as it currently exists has big problems. But that does not mean that they may not be a bit better than they should be - which I do think is the case.
  25. Meh. If the connection still seems weird when I get the physical model in hand then it should be a really simple adjustment. Honestly, I'll probably end up separating the model from that mushroom to create a different base and change the angle of it's leap anyways.
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