Jump to content

Skabnoze

Members
  • Posts

    2,427
  • Joined

  • Last visited

  • Days Won

    40

Everything posted by Skabnoze

  1. Both of the command abilities from the Loonbosses that are riding squigs (Mangler and Giant Squigs) effect all squig units including themselves. The list of target units is: Squig Herd, Squig Hoppers, Boingrot Bounders, Loonboss on Mangler Squig, Loonboss on Giant Squig, Mangler Squig, Colossal Squig, Squig Gobba. It is worth remembering that both of the Forgeworld Squig units can use these buffs. In addition, both Forgeworld Squig units (Colossal and the Gobba) have the Moonclan keyword so they can also get moonclan buffs such as the Sneaky Snufflers.
  2. Fair enough. I was able to find some via search but not through the normal filters. It must be a website thing. Weird given that they reportedly paid a fair bit for this website... Apparently I took some crazy pills or something.
  3. I think you are discounting how massive movement is in Age of Sigmar. It is arguably more important than combat ability. Yes, he is probably only going to use that ability a couple times during the game, but those can be really important turns. As for the double damage ability, functionally you would double the result of the d3 roll. Realistically you will hardly ever see the ability trigger (I only just now realized the ability existed) and you can honestly forget that it is on the warscroll. He might not be the best hero in the game, but I think he is pretty good in the context of a Squig-based list and fairly important for that reason. Your mileage may vary though.
  4. To be Devil's advocate, the majority of the first season is no longer available as teams. You can get the models as easy-build kits but not the cards. So for anyone buying into the game now there are not really 18 warbands. I am curious to see how well the strategy for retiring factions works out in the long term.
  5. To be fair, just about every GW rulebook from that era is a relative mess. The rules worked well at the time for what the game was meant to be - and the game was great fun. Most of the games from that era were terribly unbalanced and their skirmish games were all prone to very lopsided campaigns if there was not some sort of Arbiter to try to keep campaigns from falling apart. But regardless, the failure of that game was not the state of the rules. Multiple editions of 40k can attest to poor rules not necessarily being the downfall of a game. GorkaMorka was a full game product that pretty much only Ork players really wanted and that was not a large enough customer base to sell the absurd amount of copies they printed. Back then they were giving away full copies of the game with White Dwarf subscriptions just to dump the inventory. I doubt Warcry ends up doing that well, but it feels like a similar situation in regards to being a long-term product by limiting broader interest. But maybe I am wrong and I hope that is the case.
  6. This is fair. However, I have been playing miniature games since the late 80s. I still own just about every game I have purchased over that time. I have a dumb amount of games in my garage, closet, and office that will likely never get played again. Games like this require multiple players. Plenty of dead games have fantastic rules. Great rules is not the primary key to success for a game in my experience. It sucks to have games that you really like but that are overly difficult to find people to play with.
  7. It is still a subsidiary of GW and it still pretty much directly competes with KillTeam. They would be wise to simply make it a Kill-Team compatible expansion. It is effectively mail-order only at this point in time so it's popularity is likely trending downward rather than up. And I don't really think different teams matters that much for whether or not GW keeps a product line in motion. If sales go south for a small line game then it is reasonable for GW to pull the plug. I would not be surprised if GW killed Shadespire if sales are not in line with what they want for any particular season. Anyways I would like a real skirmish game for AoS and my concern with the announcement for this one is that they are initially restricting how many people will be interested in it. Traditionally when GW has done that the games have not fared well.
  8. I don't want this game to fail. However, GW does not have a history of supporting non-core games for long-term - especially if sales start to dry up. I am honestly surprised that Necromunda is still being produced given that they are now producing KillTeam. I suspect that Necromunda is still mainly being kept alive by ForgeWorld. That said, Necromunda has always had a core fan base even when it was out of print. I am less certain that Warcry will be a viable long-term product if they insist on keeping it based around a niche of the AoS factions. Historically those products have not found long-term success for GW.
  9. Necromunda could have taken off a lot more. GW botched the release of that game by pulling a slow-drip on the release of the main gangs in a game whose main draw is campaign play. The first Necromunda was a huge hit when it released in the 90s, but it also came out with the rules for all 6 core gangs in the main rulebook and they rapidly released the box sets for those gangs. The current Necromunda took far too long to get the core gangs released into the game and then GW released KillTeam during that time and pulled the rug out from Necromunda ever really getting broader appeal other than to die hard Necromunda fans. I am a fairly die-hard long-term Necromunda fan and even I think KillTeam is a better all-round product. Honestly at this point I would like GW to simply create KillTeam rules for the Necromunda gangs. I hope Warcry turns out to be a good product and is a success, but I will not lie in that my interest is pretty low for a Chaos based AoS skirmish game. I can think of a lot of factions that I would like to collect a small KillTeam like force for and Chaos is fairly low on that list. But this is just, like, my opinion man...
  10. I like Chaos as a thing. It could be a great game - GorkaMorka is still one of my favorite skirmish games. GorkaMorka did a good job of being a crazy mad-max vehicular mayhem game. But as much as I love Orks I am pretty certain that designing a big game primarily around them was the main failing of that game. Chaos has a broader appeal than Orks, but I still think it is going to be a large limitation to the appeal of this game. I always had a hard time finding other people to play GorkaMorka with. But I have rarely had a hard time getting people to play Necromunda and KillTeam is very popular in my area.
  11. I'll look into this more when it comes out. I like skirmish games in general more than other types of wargames. However, being only chaos has dropped my interest quite a bit. I certainly won't be itching for rumors anymore. Unless they branch this out to more factions this strikes me as another GorkaMorka - where you can have really great rules and a fun game but end up with extremely restricted sales and lack of broader interest. In my opinion they should have worked this into something closer to Path to Glory where all of the armies can participate. The best part about KillTeam is that the majority of armies can be played so it has broad appeal for 40k players and also serves as a stepping-stone game.
  12. I would not expect to get too much near it - but you should be able to get it near an objective that you can park at least one key unit on. And it is a lot easier to keep 24 squigs in that bubble than 60 grots. In regards to grots, bear in mind that the netters effect models nearby - not full units. With good positioning you can still make sure the buff catches a lot of models though.
  13. It’s not bad, but I don’t think you will honestly need that ability for too many turns.
  14. Don’t forget that we get a Loonshrine for free and it has an always-on immune to battleshock aura. You should be able to position it ahead of time so that a portion of your force will battle near enough to make use of it. In addition, Squig Herd are fairly self-sufficient. They have access to a fair amount of buffs but I don’t think they always need them. So with careful use we should be able to use CPs to mitigate the worst cases of battleshock.
  15. No. However, that model is designed in such a way that with a bit of work you can remove the grot.
  16. Ever since the Gloomspite book released I have been pretty positive that the Squig Herd unit is really one of the hidden gems of the book. I am still convinced that is true. Something I continually see missing from lists build with Squig Herds are the Snufflers. Something to keep in mind is that the +1 attack buff from Snufflers can be put onto any Squig unit. Given the small base size and the amount of models you can get to attack with a Squig Herd it is a pretty nasty buff to drop onto a big unit. There is obviously the concern about Squigs outrunning the Snufflers if you are using all of the movement buffs available, but this is still a game primarily about objectives and with planning you should be able to figure out ahead of time where your big units are going and try to get your snufflers in position for when those squig herds hit combat.
  17. @RaritanAnon I love the Squig pen. That is a really cool idea. It looks roughly about the same size also. I measured the loonshrine at one point and it is roughly a 120mm oval base. However, as a critique I would like to see you do something more with the rightmost edge in the picture. The part opposite the Squig pen and past the wooden planks. The mushrooms were a nice touch but other than that it is blank. Unless you plan to do something special with paint it looks too plain and even just some grit like you put in the pen would look better. I also love that you reused a resin air-vent plug for your moon marker. That is an excellent use of random left over junk. My plan was to simply photo-copy and laminate the one of the random moon artworks from the battletome.
  18. @Injuryprone it looks good - although I expect you will replace the white-tack putty with something more permanent. I have been known to have good ideas on the rare occasion. I look forward to seeing the finished result. I would also like to say that I like how you adapted one of the hopper heads with some putty to enlarge it enough to fit onto the great cave squig. I have 2 of those models and I was trying to think of a way to make the second one stand out from the first. I may steal this idea from you. 👍
  19. I keep seeing this opinion, but I don't really get it. 12 seems like a perfectly viable size for a unit. It still has 24 wounds for someone to chew through if it is parked on an objective and squigs are mean enough in combat that they will most likely hurt whatever comes at them. I believe that there is room in a list for units that lie somewhere between min and max sized. If we accept that squigs are pretty decent individually in combat (especially in Gloomspite) then it goes to reason that something bigger than min sized is better. I agree that the max size is better - which is obvious since more squigs is always the right answer to almost any question you could ask in life. But if all you have room for is 2 a unit of 12 then that is better than 6 and it can still work well as long as you manage expectations and don't commit it to situations that it cannot handle.
  20. I would honestly drop the second unit of Loonsmasha Fanatics that are going into the small unit of 20 stabbas. You could either change them into Sporesplatta Fanatics, which could help protect the Loonboss & Fungoid while buffing the big block of Stabbas and then charging into combat against targets of opportunity or to assist the Stabbas. Or you could simply drop the second Loonsmasha unit entirely and put those points somewhere else such as boosting the 20 stabbas to 40 and swapping out the spell you want. Swapping the Fungoid to a Madcap is not that bad. The Madcap is more vulnerable, so you will need to protect him more than you would a Fungoid, but he has a more useful spell on his warscroll than the Fungoid does. However, looking at your list it seems like you will want to use a good chunk of command points on some turns, and for battleshock, and so you will probably want the Fungoid for CP generation.
  21. Thanks, but that is not mine. The pic in my post was simply quoted. Direct your praise to @Mayple and then blatantly steal the idea since that is the best form of hobby flattery.
  22. For the one on the right that is straddling the Squig you could sculpt some sort of saddle.
  23. That seems the most likely to me. Or they can release it in the General’s Handbook(same for any terrain rules & allegiance changes). My thought is the GHB since it contains the point values.
  24. Most everyone I knew that played Orcs & Goblins used them. Monstrous Infantry was really good in 8th edition and the River Trolls were excellent.
  25. Thanks - although I have zero issues about stealing good conversion ideas without permission. 😉 I like the base also. That is a good use for the old scenic 40k plastic dreadnought base.
×
×
  • Create New...