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Gobboz

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  1. We’ve created a Gloomspite Gitz discord server. Join here and invite your friends! https://discord.gg/GFMnHYmhpF
  2. Haha, for me it was probably the worst Black Library novel I have ever read 😄 The End of Enlightenment is a significant improvement.
  3. We're the 4th oldest Battletome so hopefully our new book isn't too far off!
  4. We should have known that we weren't going to get anything new since we got stuff in 3 successive white dwarfs
  5. This is certainly the case. Number 3, 4 & 6 are the Grimscuttle battallions. Number 5 is Moon-biter Squigalanche. Numbers 1 & 2 are the Moon-jumper Stampede and Stomping Megamob.
  6. Yeah, 10 boingrot bounders is not going to be enough. They have low bravery and don't have as much of a target on their back. It's nice to have a unit that draws your opponent's attention so that you be tricksy elsewhere on the board. Anyway, that's my preferred playstyle. An alternative could just be to gum up the whole board with 180 stabbas. All of my friends fear the mangler because it usually does a ton of damage (more so because Jaws of Mork lets it fight at top bracket for a CP) and is something that has to be dealt with, otherwise it runs around killing whatever it comes across. Besides the mangler, I think that 6 rockguts are a good choice as long as you can keep a hero near them for battleshock - they can hit really hard. If you don't play skragrott, then webspinner on arachnarok is a top choice. The +1 on scuttletide cast makes it a bit easier to get off. Also, you can combo nettas, geminids, and sneaky dristraction to give -3 to hit 😲 Having Skragrott as your general doesn't stop you from using Jaws of Mork. The rules just say that if your army is Gloomspite Gitz you can give it the Jaws of Mork keyword. With Skragrott as your general you won't get the command trait, but that's no biggie. Jaws of Mork pushes the Mangler Squigs over the top with the reroll movement and fight at top bracket (anywhere on the board!) command ability. Edit: Regarding your comment about targeting enemy buffers with Skragrott. Generally you want to use Skragrott's shooting and your magic to take out enemy heroes. A blob of 60 stabbas will hold their own against any unit. Also, make sure you stabbas have swords and boards!
  7. List looks good! And yeah, you should definitely play what you find fun so if that’s the gobapalooza then you do you! a few comments on your list: - You currently don’t have any hammer. Many lists will include a mangler or shaman on arachnarok to have the high damage output from a single model. Something to think about. - 5 bounders aren’t going to do too much. You may want to up to 10 so that you can do 5mw on average with a charge. - I used the cauldron once and found it to be very underwhelming. Having access to the full lore is nice, but if you’re have enough wizards you can cover your bases. - I feel like geminids is a must include. Along with nettas it gives you a -2 to hit, which lets those stabbed stay around a lot longer. I’ve never heard of brewgit being good with skragrott, but looking at his warscroll it probably has to do with him being able to reroll ****** shooting. Skragrott has a good missile attacking so rerolling hits could be really useful. Oh, and since you have squish in your list make sure you’re playing with the Jaws of Mork rules from white dwarf.
  8. I think magic heavy lists are still viable, but can struggle against some armies. If we go up against LRL, Tzeench or Seraphon with a magic heavy list we have a hard time. While the gitz spells are really good, most of our wizards are only a single caster and our buffs pale in comparison to other armies. This makes our spellcasting unreliable. The latest GHB hurt us as well since we're now limited to 3 endless spells, whereas 6 was not uncommon before. I think you're going to struggle to get Skragrott and Gobbapalooza into the same army. I've never included the gobbapalooza in my lists because I couldn't justify the points cost. I think it's better to focus on specific heroes that fulfill the functions you need, rather than being forced to take 5. That said, he's my favourite 2k gitz magic list. It's not meant to be too competitive, but I really like the way it plays. Correction: It is actually competitive and I win most games that I play with it. I just meant to say that it can be made more competitive with a few different unit choices, e.g., more stabbas. I personally don't want to move around 180 stabbas (or subject my opponent to it). Heroes - General: Skragrott - 2x Fungoid Cave Shaman - Loonboss Battleline - 60x Stabbas - 40x Stabbas - 12x Squig herd Other Units - 1x Mangler Squigs - 10x Boingrot Bounders - 6x Sneaky Snufflers - 5x Sporesplatta Fanatics Endless Spells - Geminids - Skuttletide - Malevolent Moon The way the army plays out is that your two units of stabbas along with the loonboss, snufflers, and fanatics move together as a unit. When needed, they break off and one goes offensive (with the loonboss, snufflers and fanatics - +2 attacks, MW on 6 to wound) while the other falls back or holds an objective. Skragrott and the fungoid cave shamans hang back and wreak havoc with hand of gork, great green spite, itchy nuisance, and endless spells. The mangler roams and kills units as needed. It often has a huge target on its back, which makes your opponent dedicate too many resources to killing it, which allows your blobs of stabbas move onto objectives. The squig herd chills on an objective near the loonshrine to save them from their horrific bravery. I almost always use Skragrott's ability to move the moon to the center of the battlefield in the 2nd BR. I find that a lot of the important fights that the gitz get into happen then. Hand of gork is an ever present threat in your back pocket (though a bit unreliable to cast so have a backup plan). Your opponent will always need to keep it in mind knowing that you can use it to steal back objectives. Though, as I mentioned, the strong magic armies will dispel it fairly easily. Hope that helps! Edit: A good gitz general keeps in mind the randomness of the army, e.g., random moves for squigs, unreliable magic (like the 7 for hand of gork), etc. The good general plays with this in mind - they never commit to a single strategy but instead have multiple strategies based on what happens with the dice roll. Gitz are extremely tricksy and can steal wins out of nowhere! There are so many crazy things that they can do - e.g., a hot roll on a mangler move, loonshrine bringing stabbas back right onto objectives to steal them from nowhere, a perfectly timed (and lucky) hand of gork, a well timed skuttletide preventing your opponent from getting onto an objective right when they need it, a conga line of stabbas to claim 2-3 objectives in a single turn (you can also do this off a hand of gork). No matter how bad things are, always play to your ourt (you have lots of them), and the bad moon will reward you!
  9. Stop being so reasonable! People wanna hate on LRL and ignore the NPE of the armies that they play.
  10. Wanted to share this with the community. Teclis is magnetized so that he can be attached either to Celennar or to the column on the base. I mainly did it so that the model wouldn’t be too high for my magnetic carry case, but it also makes for a nice alternative pose.
  11. Absolutely love this! How did you do the white armour?
  12. Interesting. I thought it was really bad and a slog to get through. Spoiler: I was really excited for this book as I had previously read The Sundering. They are miles apart in terms of quality in my opinion. Different strokes I supposed, so glad you enjoyed it!
  13. But yeah, perhaps splitting the Sentinels is a good idea. I do like the idea though of being able to shoot almost anything off the board.
  14. I've been thinking about this list as well as the comments by @Raffonerd and the play experience of @Chumphammer. What do you folks think of this list: Great Nation: Ymetrica Battalion: Alarith Avelenor Alarith Stonemage Scinari Cathallar 10,5,5 Stoneguard 2x20 Sentinels 2x 5 Dawnriders Twinstones 78 bodies, 124 wounds, 2000 points The idea is to take the list by @woolfand make it even more snipey with extra sentinels. You should be able to kill almost any hero with the two units and multiple if they're smaller support heroes. The dawnriders are there to take far objectives and the Alarith Battalion remains your castle. Cathallar and twinstones are there based on @Chumphammer's experience of them really shining. I feel like this list has a lot of what we need. Bodies, decent magic, bravery trickery, sniping, tanky models with the alarith. As much as I love Teclis, I think this list is way better without him. And if you really want to play Teclis (like I do), then drop the Cathallar, reduce the 10 Stoneguard to 5, Sentinels down to 10 each, and drop a unit of Dawnriders. That gives you 1980/2000. Thoughts?
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