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novakai

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Posts posted by novakai

  1. 1 hour ago, Malakree said:

    Jesus this thread is moving quickly. Go to bed, get up and it's gone 8+ pages...

    What do people thing about a triple battalion Moonclan Skrap, it seems as though it could have some hilarious tricks in terms of buffing up a unit of 60 Stabbas then lulzing into the opponents face.

    The amount of buffs you can put on that unit of 60 is pretty silly and you get 3 command point and FOUR artefacts 🤣

    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

  2.  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.

  3. 9 minutes ago, Mayple said:

    But the movement phase happens before the charge phase, and the fanatics can only be released at the start of the charge phase, so how would you buff them exactly?

    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

  4. 4 minutes ago, Ekrund Oath Splitters said:

    Would the snuffers class as moving though? Hand of Gork just says they cant move in the subsequent movement phase so i dunno its a grey area.

    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

  5. 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)

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  6. 11 minutes ago, Ekrund Oath Splitters said:

    No as they dont have the Grot keyword

    *if your riding a wrecking ball or a red ball with teeth you aint a grot!

    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

  7. 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

    • Like 1
  8. 20 minutes ago, Ekrund Oath Splitters said:

    Its pretty much 4 armies in one, Horde, spiders, squig and troll. This book covers all play styles except maybe shooting, but spiderfang can do that alright with flingas and all there bows. We can ally in gitmob but i imagine we wont be using allies often as bonesplitters and greenskins dont add much unless you want chariots from greenskins and savage orruk arrow boys or big stabbas from bonesplitters.

    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

  9. 5 minutes ago, Ekrund Oath Splitters said:

    It is indeed moving fast! Im finding it quite funny that this thread has more posts than the IDK and KO threads by about 300 andwe dont even have our book out yet or any games to study against lmao! There is alot more Gobbo love than people expected haha!

    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

  10. 15 minutes ago, alghero81 said:

    The Sourbreath Troggoths are gone forever I guess? Not that I miss them just curious of how some stuff disappears... Does ForgeWorld update quite soon after a release or they slack a bit behind? I have seen only few updates per year so not sure if they are going to update the models they currently sell to include them in the Gloomspite alliance.

    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

    • Thanks 1
  11. 5 minutes ago, Mayple said:

    Alright, so for clarity:

    She can't take any of the command traits, because she's not a Loonboss, Moonclan Wizard, Scuttleboss, or a Dankhold Troggoth hero

    She can't take any of the artifacts, because she's not a Loonboss, Madcap Wizard, Spiderfang Hero, or a Dankhold Troggoth hero

    She can't take any of the spell lores, because she's not a Moonclan Wizard, nor a Spiderfang Wizard.

    But she does have the Gloomspite Gitz keyword, and a regeneration ability, so she will benefit from the double regeneration rule while under the Bad Moon, and is also a wizard, so she will also benefit from the bonus to cast. She's also a Troggoth, so the Troggboss' command ability will benefit her. 

    Let me know if I missed anything in regards to other buffs available to her through other units or spells.

    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.

  12. 1 minute ago, Ekrund Oath Splitters said:

    we think she may get to take the gloomspite wizards artefacts though

     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.

  13. 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

    3 minutes ago, Ekrund Oath Splitters said:

     

    Loonboss on Mangler Squig - General: Fight another day Artifact: Moonface Mommet

    Loonboss on Giant Cave Squig

    Fungoid Cave Shaman

    10 Squig Hoppers

    10 Squig Hoppers

    10 Squig Bounders

    6 Squig Herd

    6 Squig Herd

    Scrapskuttle's Arachnacauldron

    1250pts 

     

    From the video of GMG review of the book, I believe the Moonface Mommet is an artifact only available to the Wizards

  14. 18 minutes ago, Malakree said:

    He's now a solid 80 point grot wizard option. The 4++ is massive even with the loss of the -1 while the extra cp on a 4+ is so giant it's unreal, from a pure points perspective a cp is worth 50points, his won't be worth quite that much since you don't start with it turn 1. That said you can expect at least 2 in a game, so his 4+ CP is worth at least 50 points.

    That means the model/spells only need to be worth 30points in order for him to be worth taking. So then the question is, is he worth 30 points :D 

    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

  15. 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

    • Like 1
  16. 11 minutes ago, froo said:

    They pretty much nailed my wishlist I was tossing around a few months ago.

    The only thing that I asked for but didn't get is a giant spider plastic kit that also had a crew option so that it becomes sort of a chariot model... but you know what, I'm ok with that.

    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. 

    • Like 1
  17. 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

    • Like 2
  18. 9 minutes ago, Ekrund Oath Splitters said:

    looks like rockguts and mollog cant vomit... not very troll like! also they lost there 4+ save... i think id take fellwater trolls over rockgut. Although there clubs are -2 and flat 3 damage, hmmmm...

    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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