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ViscidFlux

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Posts posted by ViscidFlux

  1. Has anyone used the Squig dice? 

    My first impression when I saw them was that there must be a weight issue with all the texture and sculpting going on, plus rubber has different properties than plastic. 

    Since I'm doing a Squig army, though, I feel like it's my duty to have them (Gork knows the staff at my nearest GW were trying to sell me them).  I just find it hard to believe they could be tournament legal.

  2. 7 hours ago, dirkdragonslayer said:

    Or use the spare knight heads and Hopper weapons to convert Blood Bowl Gobbos into foot knights!

    I'd completely forgotten about the Bloodbowl Gobbos! They're just what I need. Sweet :)

     

    Also, I was just on the Warscroll Builder on the Community site, and I noticed that they've got Squig Hoppers listed as 80pts, not 90pts. Fairly certain that's a mistake, as much as I'd like cheaper hoppers :P

  3.  

    Been working on my Squigtonnia list for Throne of Skulls :)

    Loonboss on Mangler Squig – General - Tough'n'Leathery - Clammy Cowl

    Loonboss on Giant Squig – The Pipes of Doom

    Madcap Shaman – Squig lure

    Madcap Shaman – Hand of Gork

    15 Boingrot Bounderz 

    15 Squig Hoppers 

    15 Squig Hoppers 

    Squig Rider Stampede

    6 Squig Herd 

    6 Squig Herd 

     

    That leaves 310pts. It's not designed to be super competitive, but trying to at least make the smartest choices that fit within the theme. I don't care if it's madness, those squig riders are getting set up in lance formation 😂

    I like the idea of Tough'n'Leathery on a Mangler Squig General, since he's back to his best at 10+ wounds, so the longer he can survive at that point the better. Pipes of Doom might not be the best in a lot of match-ups, but it fits the theme (I'll be basing it on the Bretonnian Grail Reliquae, the scaremonger is the perfect base :D) Comparing the Fungoid to the Madcap, I actually don't know why people prefer the Fungoid. The extra command point and durability is solid, but the spell has such a short range, and if he's in combat something's gone wrong. I was debating whether 4" move wizards could work in a cavalry army, but I think I'd rather have two wizards than have  a 300pts shaman on Arachnarock (plus 50 for the Arachnacauldron). 

    With my remaining points, I initially had a Colossal Squig, but I don't think i'd get away with my planned conversion (the bottom mangler squig leading a tidal wave of squigs), as that might be considered a proxy, and I'm not a fan of the Forgeworld model. Other options I'm looking at include:

    3 Rockgut Troggoths, and Double the two Squig Herd units - Just looking for an excuse to have troggoths :P Plus they add durability, and a second line of defence. Squig Herds are my main objective holders, so more can't hurt.

    Add 5 Hoppers to the two units, and add either Loonboss on Squig or 6 Squig Herd and upto 50pts of Endless Spells - 20 hoppers are more likely going to be able break through ranged attacks. Second Loonboss would allow me to spread my army more if I need to. 

    2x 20 Shootas and 50pts on Endless Spells - Make better use of the Loonshrine. Would be tempted to take the clammy hand in this case. Shootas obviously aren't great, but they would be for back table objectives/ambush denial, considering the rest of my army should be (not guaranteed) crashing into the enemies deployment zone. Plus knights need their squires/plebs to clean up after the squigs.

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