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novakai

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Everything posted by novakai

  1. He always been 4 wounds , I wish they change his spell a little bit so it doesn’t require a balewind vortex to be effective
  2. seem like a solid list, if you want use up that last 30pts you can swap one of the Loonboss with the Loon boss with Giant cave squig at 100pts,I think he counts for the battalion requirement since he has the Loonboss keyword
  3. while review the Brewgit again I think wording on his warscroll allows a Moonclan hero to reroll hit roll for range attacks as well as melee. so you can use it on the Skargrott or the Loonboss with the Moon-prodder. Obviously the Loonboss on Mangler squig is still the best guy to use it on if you can get within it 18'' range.
  4. Oh dammit, that goes my plan. though I think deep striking unit with Fanatic in them for better charge distance is still pretty bonkers. Edit:15 D6 attack is still pretty nasty. I guess if you can instant gib your target and get the fanatic to survive next round you can buff them with snuffler. As unlikely it seems
  5. Well the spell happen in the hero phase and you declare the snuffler buff during the movement phase where they find the mushroom, And I think Hand of Mork is considered a redeployment spell not movement. So I believe it should work
  6. I think the Snuffler buff is for Moonclan units So ideally you deepstrike the Snuffler 9 inches away from the enemy, release 15 fanatics 3 inches away from the carrier, buff them with the Snufflers buff, and if you can get COGS off they just have to make an 4 inch charge, once you activate them in combat, they get 15 + 15 D6 attacks off ( Edit: if under the moon they get rerolling 1 to hit)
  7. I forgot does the Snuffler have the Grot keyword for its buff, because if not you can use them maybe as the fanatic carrier and buff them when they come out
  8. I was listening the Honest wargamer show Something fun you can do is deep strike your grot unit with the Fanatic inside using the Hand of Mork, and you release the Fanatic in the charge phase 3 inches out of the unit. then the fanatic only need a 6 inch charge to get into combat. you can use COG to make it a 4 inch charge if you want
  9. there is some good shooting abilities like using Spiteful prodder, Loonking, Loonboss with Cave squig, and shooting spell at enemies. and of course I think the Squig Gobbla is still a decent artillery piece. But yeah I don't think Gloomspite Gitz is meant to be play as a strong shooting army, they definitely shine in a melee, magic, and MW department. but they give you good options to do stuff at longer range
  10. it probably also has to do that that Gloomspite been the first destruction release in quite a while that every person who like the grand alliance has been waiting for this release. But yeah ,WH goblins have been a fan favorite army for a long time, plus you can field spiders and trolls in this release too. so this release has a larger appeal range then most other release I would say
  11. I wonder, any reason to every to take one unit of 3 dankhold troggoth? I know it expensive point wise but it sounds fun having three of them attack at once and delete something of the board.
  12. They already updated the scroll with the Gloomspite keyword, so you can take all the squig unit, the Troll hag, and the bonegrinder into a gloomspite army
  13. she can summon all the endless spells and can get all the benefits from the Caldron (knowing the whole Moonclan lore) even though she not the strongest spellcaster that can benefit from it.
  14. it funny that she probably the one hero that can get great use of those artifact if she can use them because of her survivability and not minding getting close into enemies. the spiteshroom gives her another -1 to hit in close combat the Mommet give her the ability for another -1 on the save and she doesn't mind being at close range to use the staff of sneaking stealing give you +1 casting for every enemy caster or hero with artifact within 12'' of the bearer and she can easily walk up to any enemy to get this effect.
  15. also I don't think the Trog hag can use the Command traits (and maybe the artifacts) either for troggoths because she not a Trogboss which is a shame. but still giving her the Gryph feather charm and getting the bonuses from the Badmoon is still pretty strong
  16. doesn't the hag also get the +1 to cast because she is technically a gloomspite wizard? if so she probably one of the only unit that get two benefits from the Bad Moon From the video of GMG review of the book, I believe the Moonface Mommet is an artifact only available to the Wizards
  17. well they did say info is coming within weeks so we will know more soon
  18. doesn't look like anything change on the FW warscroll beside all the Squig, the Hag and the bonegrinder Gargant gaining the Groomspite keyword
  19. Well didn’t see that coming, looks like more skaven and FEC stuff are hinted to come. Interesting that all the skaven stuff is Clan Skyre.
  20. this is pure speculation but supposedly in the lore, the Grotbag Scuttlers (Grot pirates) field impressive artillery against the KO. My theory would be that the Grot pirate army release would be GW replacement for the Gitmob and that they would somewhat based on the old Doomdiver model
  21. I was kind of sad that command ability was gone and not just tweak a little bit, but it was a bit powerful and hard to use since he had to be the general but I agree having a 4+ is pretty amazing and a chance of getting a command ability is way more useful and reliable abilities especially if you field multiples of him. I though the Deffcap mushroom changes was a bigger nerf but losing the reroll ability isn't as bad. he probably still useful as an ally piece too especially army like Ironjawz would love to have more Command points and still being a cheap caster
  22. So some big changes to the Fungoid Shaman he lost his command ability (kind of sad) and now its just an ability to get an extra CP on a 4+ but he doesn't have to be the general or anything the Deffcap mushroom just give you an extra spell to cast once per battle but all the negatives are gone. his 5+ save is now a 4+ save but he no longer always -1 to hit his spell is the same I felt like he kind of got worser but with a spell lore, possible point changes, and abilities from the book, he still maybe very useful
  23. my only thing was that they didn't release the Grot Scuttling from Silver Tower for this army. it felt weird that they didn't do that when that unit look like it would have fitted in well with the Gloomspite Gitz.
  24. the Skittlerstrand deepstrike ability is pretty bonkers the flinger seems powerful if you can hit that 4+, amazing range and has good ultility I think GW has done a good job differentiating the unit variant in this release, they all have different abilities and strengths so you got good options
  25. Rockguts have a d3 mortal wound rock throw attack that has a better range and auto hit any unit with 6+ model in them and a 5 + save for wounds and mortal wounds
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