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Magnus The Blue

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Lord Castellant

Lord Castellant (8/10)

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  1. Even if the Big boats don't get SiC, Power Through will mean you can scarper from combat the turn before against all but the biggest monsters.
  2. The beauty of GSG at the moment is that almost every unit in the book is decent, so you can lean into whichever units you fancy. The only real trick is to make sure you get a good balance between buff units and ones that do work. We have a lot of great buff pieces so it's important to have some but too many and you'll be thin on the ground for things to actually buff. With this in mind you can any of the three box sets are a good start depending on if you want to start with Squigs, Trogg's or mixed approach.
  3. Yup, had quite a bit of success with Quakefray. The trick is to use a mix of units and not ignore the little guys completely. 1-2 Cygors is great, the mortals are obviously great in this general's handbook, the main problem with them is they aren't great at ambushing which is our main strength. Similarly 1-2 Ghorgons is good, they do good damage but need support to be reliable (hero for re-rolls to charge and/or All out attack) so many more and they become a liability. 2-3 Chaos Gargant, just great. Both a support piece and do some serious damage in their own right. Near a hero they are tossing out 10 attack including 2 rend 4, damage 4 headbutts (from turn 2). Such good value for 150 points. 1-2 Cockatrice. Fragile but with a game winning de-buff. 0-1 Shaggoths. Wish there were better but 275 points is just nuts. 10 wounds and 4+ means they are hard to protect and fragile. A utility piece but in an army of better utility pieces. Then you need some bodies and heros to fill in the gaps. I like 2 Great Shamans (maximise off-board bloodrituals) and 1 Tzaangor shaman (cheap mobile general). 1 Doombull is also nice to get the Cygor and Ghorgons charging out of turn. Ungor and Hounds are the obvious choice to grab objectives and screen. Both great value. If you have left over points Enlightened on foot are a tasty unit for 90 points and combined with roaring monsters you can really shut down commands.
  4. Looks like a great alternative if your playing almost 100% Gutbusters. Loving the Gorger Pack though, add a whole new dimension to the army in one unit, ambush and command denial are going to give opponents a lot to think about.
  5. Agree with all of this. Their damage output is actually very impressive, averaging nearly 13 wounds a round against a 4+ save if they are in range of a Sloggoth and Raker. Point for point better than any other unit we have.
  6. Yeah, my preference would be make them battleline in Skullbugz since you never see them and sort of works with their monster theme.
  7. They are better Gutrippas with some anti-monster tec. If there were battle-line they would completely replace Gutrippas in most lists. The problem is unless your playing bolt boys spam, you've already got at least 2 units of Gutrippas to fill in mandatory battleline and don't really need more units that fulfil the same role. 1 unit mainly as anti-monster tech is definitely viable though, no rampage and strike last is a powerful combo, use it to babysit your Sludge Raker and not many monsters will want to go there. Especially funny with Treelords as you turn off their strike last rampage then hit them with strike last.
  8. Currenly writting endless Gits list but always struggle with the general, mainly because we have such great command traits, so I keep fluxuating between: Loonskin Troggboss: obviously great value and I'm always going to have a Troggboss anyway as a reliable hero with Glowy howzits. Supa-nasty Venom Skuttleboss: insane damage potential and singly handidly opens up Venomous Assault as a battle tactic option (completes it over 80% of the time when under the Moon). Clammy Hand backfield caster: probably going with King's Gitz so loads of value but can be hard to keep alive against some armies. So what are people's experiences/advice with Generals, especially in mixed Gitz armies?
  9. I think 100% monsters isn't great but lots of monsters is very much viable. Issuing commands is an issue as we only have one monster hero (Shaggoth) that is both expensive and fragile. Also most of our monsters are quite slow, which forces you into a Slakefray build (again fragile heros becomes an issue). Finally, Chaos Gargants are probably our best monsters and really need a lot of heros around to get the most out of them. Pop in some non-monster heros and a few units of ungor/raiders and things get much better. I like to pop in about a dozen enlightened on foot and a cockatrice or two, but they are not essential.
  10. Had a great 1k game last night against Slyveneth with my mixed king's Gits army (Troggboss, 3 Rockgut, 20 Shootas, 5 Bounders, Skitterstrand and Gobbapoluza). Loved the amount of mobility between the Skitterstrand, Hand of Mork (on Gobbapoluza) and returning units with Loonshrine. Gobbapoluza were absolute legends, handing out buffs, taking damage on the chin and even dealing some chip damage in combat. Went with a hard as nails Trogg boss: Alpha Trogg and Glowy Howzits. At 1k he felt invincible and did decent damage every turn. Obviously will be a bit of a different story at 2k were people have the tools to slap him down. The Bounders were interesting, charged in first turn, killed one Kurnoth Hunter (bows) then got wiped out by the attacks back. But the returned 3 model unit did serious work for the rest of the day, staying to the edges and laying down consistent damage every turn. Good fun game and I can't wait to get my Gitz up to 2k
  11. Nothing wrong with Slaangor now a days. Attack twice is very powerful and they can be a nice cheap hammer. What to add. Blissbarb Seekers are the most obvious. Contorted Epitome is great in the new ghb. Twinsouls, as mentioned about, are also rock solid.
  12. SoB will absolutely love the Regiment bit it's meh in Gitz annoyingly. Skitterstrand should rarely be in one place long enough to benefit from run and change.
  13. Yeah, annoyingly it's only really good in the Regiment of Renown.
  14. So good as a ranged threat and cheap battleline, both of which we otherwise lack. With them going up and Plague bearers going down they are really just there for the ranged threat now. Still useful but not such a bargain.
  15. Got to love those points changes. Rotmire Creed might be a bit much at 150, but they have been too good for too long. Combined with the new GHB and endless spells I think Nurgle can make a real impact on the competitive scene.
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