Yes, I did not use the battalion. The main reason was since I was going all Troggs I would be lacking on boots on the ground so I did not take the battalion or hag since that would mean less bodies on the battlefield. Also, the drops worked just fine for me and lacking a 2nd artifact did not hurt. Plus, for the points for the battalion to deal an extra wound on a 6+ I could get another 3 man felwaters that could deal more damage in 1 turn than the battalion would get me in a game.
The 9 rockguts was my death star unit, it was there to hold the line or punch a massive hole into an army. Two games I hand of gorked them behind enemy lines, which left the opponent hard pressed to answer them and force them to defend and not attack. The 6 rockguts were my second punch/ backup line holder. The 4x 3 man felwaters were my utility by holding objectives, and supporting the rockguts on the flank. I tested a 6 man, but I was spread too thin during games. As a result, when I split them into 3 man groups I can put two near each other for the same effect, but spilt them up if I needed support in other places.
2 games were 4 corner objective senarios that were against hordes ( Skaven meat shield with guns and Beasts of Chaos gor hordes). Both games I thinned their numbers with the mushroom and I sent the 6 man rockguts, boss, and a unit of felwaters to take their strong side objective and I hand of gorked the 9 man rockguts to the open corners on their side and started cleaning house. My weak flank had 2 units of felwaters that eventually fell, but by then I had 3 objectives to their 1 with most of their army tabled.
The other 2 was againt fast elite armies (Nurgle Affliction cyst with two guo's and FEC with 5 terrorgeists) with singular objectives for both sides. I castled my army and let them come to me. I took many hits, but between the 5 up on the rockguts and the -1 to hit on the felwaters there was not enough damage to weaken my counter attack with all my troggs. So, by turn 3 most of their armies were tabled and I was able to take their objectives with no resistance.
My one defeat was to kunnin rukk savage orks. Between the hit and speed buffs they decimated my army and for the fact that he got the double turn he was able to clean house. One note: the first 30 boys got smashed by the trolls when he charged with them, so if I could of gone first for the second turn there was a chance to hit the last 30 man archer unit, but it's a dice game. Also, I could not get the mushroom to go off on the first turn to thin them out.
Other notes:
Rockguts are great as 6 plus units for the resilience and the auto rocks to start, I sniped a ton stuff with great effect with them.
Felwater were the mvps. For teams, one unit of 3 killed 40 plus witch elves (2 units) and a hag, plus the 4 attacks and vomit kept up with the rock guts with damage.
The two fungoids are worth their weight in gold for command point generation and support spells.
Also, I understand that there were other Gloomspite unit options that could helped this army, but I wanted to field as many Troggs as I could with only a sprinkle magic support.