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Magnus The Blue

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Everything posted by Magnus The Blue

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Yeah, my preference would be make them battleline in Skullbugz since you never see them and sort of works with their monster theme.
  6. 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.
  7. 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?
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. Yeah, annoyingly it's only really good in the Regiment of Renown.
  13. 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.
  14. 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.
  15. I'm thinking a line of Rockguts with a line of Fellwater just behind. Very hard to charge into without being gutted.
  16. From the events I've seen this is currently the standard competitive Gitz loadout with some minor variation in heroes and battleline. Grimkrak and Sloggoth are both standard and great value buff pieces. I'd be surprised in Grimkrak at least doesn't go up a few points. The only major weakness of the list is your relying on two units (the Squigs) to do all the heavy lifting. They are great and will be buffed to the nines but some armies will be able to screen and counter charge/shoot/magic them to oblivion.
  17. Has anyone tried a Scuttleboss. Looks really solid on paper. Venom on all attacks means that under the light and with Really Nasty venom you get 8 attack that cause 4 mortals on 5+s. 10ish mortals from a 130 point units seems great (but does have to be your general).
  18. Had a game Vs a mortal Khorne list last night with my All Herd: - Army Faction: Beasts of Chaos - Subfaction: Allherd - Grand Strategy: Take What’s Theirs - Triumph: Bloodthirsty LEADERS Beasts of Chaos Tzaangor Shaman (115)** - General - Command Traits: Slakefray Reveller - Artefacts of Power: Bleating Gnarlstaff - Spells: Tendrils of Atrophy Great Bray-Shaman (95)** - Artefacts of Power: Brayblast Trumpet - Spells: Vicious Stranglethorns - Aspects of the Champion: Fuelled by Ghurish Rage Great Bray-Shaman (95)** - Spells: Wild Rampage BATTLELINE Gors (330)* - Foe-render - Paired Hacking Blades - 3 x Banner Bearer - 3 x Brayhorn Blower Ungors (160)** - Halfhorn - Pitted Blade - 2 x Brayhorn Blower - 2 x Banner Bearer Ungor Raiders (115)*** BEHEMOTH Chaos Gargant (145) Chaos Gargant (145) OTHER Cockatrice (105) Cockatrice (105) Beasts of Chaos Tzaangor Enlightened (180)* Beasts of Chaos Tzaangor Enlightened (90)* Beasts of Chaos Tzaangor Enlightened (90)* Ungor Raiders (115)*** Ungor Raiders (115)*** TERRAIN 1 x Herdstone (0) CORE BATTALIONS *Galletian Veterans **Warlord ***Galletian Sharpshooters TOTAL POINTS: 2000/2000 Created with Warhammer Age of Sigmar: The App I don't have his full list but is was basically 2*20 Blood Warriors, 1*30 Blood Reavers, Garreks Reavers, 2 Slaughter priests, Ritualist, korgus Khul, and an Unfettered Thirstier (General, priest, Strikes first). Mission was Jaws of Gallet. For deployment, I popped most units on Ambush and once it became clear how he was spreading his forces did a denied flank with 6 Enlightened, the Tzaangor shaman, both chimera and a Chaos Gargant behind the Ungor screen. All deployed aggressively opposite the Thirstier and 20 Blood Warriors to make choice of turn a hard choice for my opponent. He gave me first turn, so went for an easy Desacrate so I could focus myself on pulling apart those blood warriors. I dragged the Thirstier away with Blood Taunt. The Ungor went to block up the centre of the table. I used the raiders to get rid of Garreks Reavers and strip off a few Blood Reavers, deployed the 3 man enlightened to grab two distant objectives then dropped in the 30 Gor ready to attack. 30 Gor, Gargant, 6 enlightened and both Cockatrices charged into those 20 Blood Warriors. Long story short, despite some lack luster rolls they died but took out one Cockatrice with Murder rolls. This left him with only 2/5 objectives, 4-0 He went for a battletomb tactic (cause 8 wounds with one of his units to my Ungor), buffed everything up and charged in with the 20 Blood warrors, 30 Reavers and Thirster. I can understand the logic of charging in before I get my rend on, but this ended up being a mistake. The Thirster got Cockatriced and unsurprisingly wiffed. Then he had to go with the Blood Warriors into the Ungor to stop them retreating away, which meant my Enlightened (with all out attack) could slaughter his Blood Reavers before they struck (something like 22 damage, not bad for a 180 point unit!), but they did finish off the other Cockatrice with Murder rolls. The Gargant, Cockactrice and Gor killed the Thirster with attacks left over. I kept the same objectives 4-5 He won priority and had to go for the double turn, but this allowed me to burn his most secure objective. The Blood Warrirors marched on and Gutted by enlightened (5 dead) and Khurl moved up the field to support. He scored an easy desecrate but could only get 2/4 objectives. 8-5 My turn two and a nice rend turn at last. I went eye for an eye. He fought against with the Bloodwarrors in my hero phase, finishing off the enlightened and murdering my Tzangor Shaman General. In came the last of my reserves (2nd Gargant, Shaman, 10 shield Gors from the Horn and the remaining 20 Raiders). The Gargannt attempted to charge the Blood Warriors but failed and with my general dead, no one was in range to command point it :(. The units of 3 enlightened moved across but both failed (long) charges). 10 Shield Gors bounced of the Blood Secrator who promptly killed them all. But the Ungor had better luck, killing a slaughter priest in his backfield. The 30 charging AoA Gors and one Gargant killed 12 Bloodwarrors who then turned round and (with some help from Khurl) wiped them out. 8-9 He won priority and chose took the turn, so I removed the objective with the Blood Warriors against the Gargant. He'd wracked up some serious blood tithe at this, so dropped 20 Bloodletters in the middle of the board! Thankfully the letters failed their charge and Mystic shield and all out defence meant the Blood warriors failed to kill the Gargant, who killed 2 more in response. He maintained 2 objectives and completed eye for an eye 12-9. My turn three effectively ended the game as I whittle the Blood Warriors down again (3 left), a combined charge from 2*3 Enlighted and a hot rolling Gargant wiped out the Blood Letters and the Raiders finished off the remaining priests. Left with 2 heros and 3 Blood Warrirors, I could easily outscore in the last two rounds especially with full -2 rend up and running, so we shock-on it. Good fun game and the Gargants and Enlightened in particular really impressed, both doing great damage and handing out important de-buffs. Allherd was solid, but not amazing, probably brought back 15-20 models across the game, but only that many because I build the list quite heavily around it.
  19. Hey. I like the concept but suspect it's going to be a struggle with that many Skyfires. They are cool but just not worth 70 points a model, especially in the current GHB where foot heros can hide next to a battleline unit and the Skyfires can't be sharp-shooters. 3 might be useful as a distraction but I think you'll have much more joy with 20 Ungor raiders (2*10 is usually best) replacing the other 3 Skyfires. I'm also not a fan of the Beastlord. Love the idea behind him but so many armies are just using buff heros that will hide behind the battlelines, so you can't get near them to trigger his buff. Personally I'd swap for another shaman (Great or Tzaangor), this would give you the extra points to get a Chaos Gargant which will really help your damage output in Melee in a way that is much less opponent dependant that the Beastlord. Chaos Gargant + 20 Tzaangor (ideally Gal. Vets) with wreck most units in combat, nothing like 100+ rend 2 attacks to ruin your day.
  20. Interesting, I just worry that any sort of area of effect damage or consistent shoot will decimate them in no time. Definitely sounds fun though!
  21. Can you share your list? curious what you could fit in after nearly 700 points of spawn!
  22. I'm mainly just loving the Cygor are viable now. Not convinced they are top tier but give a lot of utility for 210 points: solid shooting, good combat, monstruous rampage and chip damage on casters (which works really well with Bleating Gnarlstaff and ritual of D6 mortals to finish them off). Ungor raiders I feel are almost mandatory (in competitive play) to let you peel away screens, create ambush openings and generally being a pain. Their damage output isn't massive but the flexibility is second to none. The Doombull is mainly their to provide a less fragile general, but also provides the option to counter charge with the Cygor, which is no Joke in combat. We have a real lack of survivable heroes especially with the Shaggoth being over costed. Lots of competitive lists toss out mortal wounds that can get around GV protection, so 6W generals are lots going to survive on the top tables. I have mixed feelings about Gavespawn. The Spawn are cool, the aura is great, but so fragile with only 1" range means they are easy to pick off with shooting or weapons with over 1" range. Considering your giving up the other sub-factions in addition to the point costs make them unappealing to me unless your really going to build your list around them. Probably more of a grindy list, which I feel like we don't do particularly well with our lack of good armour saves or ward saves.
  23. Here's the list I'm pondering: - Army Faction: Beasts of Chaos - Subfaction: Allherd - Grand Strategy: Take What’s Theirs - Triumph: Indomitable LEADERS Beasts of Chaos Tzaangor Shaman (115)** - Artefacts of Power: Bleating Gnarlstaff - Spells: Tendrils of Atrophy Great Bray-Shaman (95)** - Spells: Vicious Stranglethorns Great Bray-Shaman (95)** - Spells: Viletide Doombull (180)*** - General - Command Traits: Slakefray Reveller - Artefacts of Power: Brayblast Trumpet - Aspects of the Champion: Fuelled by Ghurish Rage BATTLELINE Gors (110)* - Brayhorn Blower - Banner Bearer - Paired Hacking Blades Ungors (80)* - Brayhorn Blower - Banner Bearer - Halfhorn - Pitted Blade Gors (110)* - Banner Bearer - Brayhorn Blower - Foe-render - Paired Hacking Blades BEHEMOTH Chaos Gargant (145)*** Cygor (210)*** Chaos Gargant (145)*** OTHER Cockatrice (105) Ungor Raiders (115) Ungor Raiders (115) Beasts of Chaos Tzaangor Enlightened (180)* Beasts of Chaos Tzaangor Enlightened (90)** Beasts of Chaos Tzaangor Enlightened (90)** CORE BATTALIONS *Galletian Veterans **Warlord ***Linebreaker TOTAL POINTS: 1980/2000 Created with Warhammer Age of Sigmar: The App Big focus on Slakefay, with lots of units that love that extra movement and are happy starting on the board: Gargant, Enlightened, Cockarice and Cygor. They then most of the Brayherd stuff on ambush for tricks and shenanigans. If I wanted to go full.OTT, I could drop one Gargant and the Cockarice for another 9 enlightened but feels like overkill. Planning on converting gargants as giant chaos spawn as I hate the model.
  24. Hey all. I'm also really loving the new book. Had a game on Wednesday against the new Khorne book, which is strong but definitely beatable. I lost but mostly due to misplays and no knowing the Khorne tricks. Did make me thin about adding a Chaos Gargant (Skullcrushers with 2+ basic save is hard going) and I was wondering if they are working as well for people on the table as they look on paper. 8 move (and no bonus to ambush charge) seems like the biggest weekness, so I'm thinking of just deploying it with Slakefray general who can also stay close to whip them into a frenzy. With this in mind I'm wondering how people are finding the balance between deploying and ambushing units? While obviously dependent on missing and opponent, so units are obviously better suited to one or the other. In my last game I outdropped and went 100% ambush, but this felt like a mistake as I couldn't get any buffs up and ended up with congested flanks (Khorne's end of hero phase move didn't help, as it stopped me making a hole to get behind them).
  25. Correct, but 3 different units would all be able unleash hell in the same phase, even in response to the same charge if they are all in range.
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