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Gobboz

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Posts posted by Gobboz

  1. On 5/28/2021 at 3:43 AM, Austin said:

    So here is my unpopular opinion, I really liked the Realmlords novel!  I am usually pretty harsh on the bad AoS novels but for some reason I just enjoyed it.  I have no excuses to offer!

    Haha, for me it was probably the worst Black Library novel I have ever read 😄

    The End of Enlightenment is a significant improvement.

  2. 34 minutes ago, C0deb1ue said:

    I'm still waiting for the battletome rewrite to happen and less of these stalling rules that don't fix our issues. Improvements seem a really long way away.

    We're the 4th oldest Battletome so hopefully our new book isn't too far off!

  3. 3 hours ago, Zappgrot said:

    From the leaked Kragnos points page it seems that the battalions are in the Kragnos book. ( and  nothing else) 

    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.

  4. 31 minutes ago, Otter in Water said:

    Thanks so much for the advice. I'll definitely bump the boingrot bounders to 10 - you're right that running five doesn't make that much sense. Thanks also for the advice on cauldron and geminids - once I get more familiarised with the rules I'll see what I end up running - also, thankfully these are things on the list I can swap around and play test (when I get there!)

    It's also really useful to know about the lack of hammer, I was hoping this role could be fulfilled by the unit of 10 boingrot bounders, but perhaps these don't carry enough oompf. I also really love the look of the mangler squid, so maybe I'll just try to make some room for that. Are there any other hammers that I could use? For instance, would either of the trolls work in this role or are they too slow and too low morale?

    And yes, that makes a lot of sense to up Skragrotts shooting power! Having those re-rolls on hits makes his wand very reliable, and perhaps I can target enemy buffers. 

    One question regarding the Jaws of Mork rules, doesn't taking Skragrott as my general (from the moonclan) prevent me from doing that? 

    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!

    • Like 1
  5. 34 minutes ago, Otter in Water said:

    Thank you so much for the answer - I really appreciate it. 

    The main reason why I want to put Gobbapalooza into my list is because I'm in love with the models, and the idea of a unit of casters in a magic-focused list. It will be a while until I paint all the way to 2000 points (at the moment I'm at my first 2 squads of stabbas), so I do have time to see how I could make it work. From reading through other guides and talking to some other Gitz players, as well as gathering inspiration from their lists, I'll try to make the following work - grateful for your thoughts if you have any. 

    Also, I've read that Brewgit supposedly works really well with Skragrott, although I can't yet for the life of me figure out why... 


    ++ **Pitched Battle** 2,000 (Destruction - Gloomspite Gitz) [1,990pts] ++

    + Leader +

    Fungoid Cave-Shaman [90pts]

    Loonboss [70pts]

    Skragrott, the Loonking [220pts]: General - Moonclan Wizard

    + Battleline +

    Squig Herd [140pts]: 2x 5 Squigs & Squig Herder

    Stabbas [260pts]: 2x 20 Stabbas, 2x Bad Moon Icon, Gong Basher, Stabba, 2x x3 Barbed Net

    Stabbas [360pts]: 3x 20 Stabbas, 2x Bad Moon Icon, Gong Basher, Moon Clan Flag, Stabba, 3x x3 Barbed Net

    + Other +

    Boingrot Bounders [100pts]: 5 Boingrot Bounderz

    Loonsmasha Fanatics [140pts]: 5 Loonsmasha Fanatics

    Loonsmasha Fanatics [140pts]: 5 Loonsmasha Fanatics

    Sneaky Snufflers [70pts]: 6 Sneaky Snufflers

    + Battalion +

    Battalion: Gobbapalooza [290pts]: Gobbapalooza

    + Allegiance +

    Allegiance
    . Gloomspite Gitz

    + Game Options +

    Game Type: 2000 Points - Battlehost

    + Malign Sorcery +

    Endless Spell: Malevolent Moon [40pts]

    Endless Spell: Scrapskuttle's Arachnacauldron [40pts]

    Endless Spell: Scuttletide [30pts]

    + Scenery +

    Bad Moon Loonshrine

    ++ Total: [1,990pts] ++

    Created with BattleScribe

     

     

    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.

    • Like 1
  6. On 3/22/2021 at 8:57 AM, Otter in Water said:

    Hey guys, 

    Looking to build a Gloomspite Gitz army focused on magic and the moonclan, including Gobbapalooza, Skragrott, and Zarbags Gitz. I would also like to include Boingrot Bounderzs, a Squid Herd and Snufflers. As I'm pretty new to AoS, would this core still work?  Do you guys have any pointers for lists that I can look to for inspiration? Are magic-focused GG still viable on a semi-competitive level? 

    Thank you in advance! 

     

    Edit: I've just realised that I posted twice, after erroneously thinking my first post hadn't gone through. Please ignore and forgive!

    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!
     

    • Like 5
  7. 24 minutes ago, chosen_of_khaine said:

    Things lumineth can't do that other factions can: Resurrect models, fight at the start of the combat phase, force a unit to fight last, teleport, fight twice in a turn, summon new units to the table, etc. There's loads of things that they cannot do that are often "uninteractive" that other armies can.

    Stop being so reasonable! People wanna hate on LRL and ignore the NPE of the armies that they play.

    • Like 6
    • Haha 1
  8. 6 hours ago, Acid_Nine said:

    I know it was talked about before but I am pleasantly surprised by the Realm lords novel. I feel like it expands a lot on the Aralith Mythos, and expands on their ideology, thoughts and fighting style. I also  liked the action quite a bit, but I feel the author’s description of the warden fighting with a pike is hard to visualize. I liked all the characters too, and the main character is quite fun to travel along with.

    Interesting. I thought it was really bad and a slog to get through.

    Spoiler:

     

    It’s basically the same scene repeated over and over again. They get into some trouble and look like they’re all going to die, then they call on the mountain, and then the battle tips in their favor and they win. This same scene repeats itself at least 5 times.

    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!

  9. 1 minute ago, Chumphammer said:

    My thoughts on Teclis:

    It's A Trap! | Know Your Meme

    List looks alright. Only thing I might change would be Maybe switching out the Sentinels to 10's and then having 2 x 10 Wardens to go behind the Stoneguard as extra damage support, but I think that increases you to 8 drops. 
     

    a-trap-you-say-oh-my.jpg

    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.

    • Haha 1
  10. 11 hours ago, woolf said:

    I think I would go with something like:

    Alarith temple (120)

    Avalenor (360)

    2x Stonemage (260)

    15/10/10 Stoneguards (700)

    10x Dawnriders (260)

    20x Sentinels (280)

    (total 1980)

     

    Idea being that Avalenor and the Stonemage from the batallion would split up the stoneguards in the batallion between them so you can cover at least 2 parts of the board while still giving out the re-roll bonus. The extra stonemage im not 100% sure about but idea was for him to tail Avalenor to make him ignore dmg table (which makes him properly frightening) and also be able to use the free command ability from his Elder wisdom ability (just seems Avalenor wants a stonemage next to him).

    The 35 Stoneguard should be a pretty tough core of an army, in particular in Ymetrica (which would be the natural choice here I would think although Syar/Iliatha could have some merit as well)

    The Sentinels can pick off support heroes and help soften up key objectives for Dawnriders to then clear up before your Stoneguard gets there. Also the sentinels can be equipped with Speed of hysh to help you get where you want early in the game. Could also consider splitting up the Dawnriders and sentinels in more units to get access to more spellcasting options (although drops would go up ofc). Avalenor would take his retinue and just smash face wherever you really need to win.

     

    Just theory ofc but some thoughts at least :)

     

    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?

  11. 8 hours ago, woolf said:

    I think I would go with something like:

    Alarith temple (120)

    Avalenor (360)

    2x Stonemage (260)

    15/10/10 Stoneguards (700)

    10x Dawnriders (260)

    20x Sentinels (280)

    (total 1980)

     

    I like this list. I might try find a way to fit the spirit of the mountain if I were going Alarith without Teclis.

  12. 39 minutes ago, Sleepers said:

    Take 1 vanari legion and 1 Alarith battalion plus 1 Dawnrider unit and you have 2000 points. 3 drops, and best of both worlds. No Teclis though, and your taking min Units of stonegaurds to fit it all in.

    Yeah, at this point you might as well just drop the Alarith units and go for a regular aelf build since it’s probably much better. I’m trying to think of a way to get a good Alarith build.

  13. 8 minutes ago, woolf said:

    hmm ye, i wound agree with you guys that speed should be fine, I didn't see that as the main issue although I can see that you would really have to make all out of each of the stone guards and they are ofc quite slow if u have bad luck with run rolls eg.

    I would agree with you on the drop issue but I'd argue that the main reason you need low drop is for teclis so if you take him out a high drop is less of a concern, as your army would then have the tools to deal with going either first or 2nd.

    it's this type of reasoning that has led me to thinking Teclis might just be a trap overall (and this probably more so in an alarith build)

    Good point about Teclis being the reason for a low drop army. I guess I just accepted a while ago that this army wants low drops and never really thought about if that would still  be the case without Teclis.

     And yeah, I agree that it may turn out that Teclis is a trap. I love slinging spells though so I will probably play him for fun even if he is :D 

  14. 9 hours ago, woolf said:

    I think main challenge would be number of bodies on the board (in addition to speed as was highlighted). Teclis + Avalenor might be a bit too hefty of a points investment imo. I think I would lean towards skipping Teclis in the Stoneguard build (also with his +to cast aura he seems more synergistic with Vanari).

    that would instead give you some room for eg archers. If you drop Teclis you would naturally also drop the endless spell(s) freeing up even more space. or perhaps include the twin crystal to power up your vanari if you want some more spell reliance.

     

    7 hours ago, LuminethMage said:

    Speed doesn’t seem to be that much of a problem for his build. Two Dawnriders, plus Teclis plus one more unit with speed of light (potentially) is about as much speed as you can get with this the Lumineth, if you don’t go for a Dawnrider-heavy build. Teclis also helps with the one weakness the Alarith have besides speed - Mortal Wounds. Especially, as you likely won’t be that great with an Alarith build in the magic phase if you don’t take Teclis. So you won’t be able to prevent a lot of the incoming MW. With such a low body count, they don’t need that many to be able to cripple you. 

    Avalenor on the other can help keeping Teclis alive, and is another shiny have-to-kill object on the table for the opponent. 

    Bodies on the board is likely a problem though, that’s true. But, I think without some actual matches, it’s difficult to say. There are a lot of objectives in most of the new battle plans, and while Stoneguard are difficult to kill, many opponents don’t need to kill many to outnumber them on any given objective. And we still don’t know how much the push back ability will really help, if at all. 

    I agree that speed doesn't seem to be a huge problem. You can always cast Speed of Hysh on your stoneguard to get their move up to an 8. Add a run to that and the dawnriders moving 14 and you're doing pretty well.

    @woolf My issue with taking sentinels in the Alarith build is that your number of drops goes way up. The build I showed is four drop. Removing Teclis and adding Sentils+ brings your drops way up, thereby decreasing the chances of you going first. Yes you can take the Auralan battalion but at that point why not just play regular elves? I agree that bodies on the board is a problem and I'm not sure how we'll deal with that. I'm just not sure if the solution is mixing up an Alarith build.

    One thing I'm thinking of for the Alarith build is to take endless spells that are large and that block movement. Teclis can cast the easy on turn 1 and it should make it harder for your opponents to get bodies on the objectives. If you can get to the objectives before them somehow you should be able to block them with the stoneguard who are very tanky if you play Ymetrica.

    Anyway, that's my thought now. Of course without playing its impossible to know if there's anything to it...

  15. 58 minutes ago, Raffonerd said:

    I think it will be the competitive T1 list.

    More I think about them more I see only 2 options:

    1) Battalion (with Avelanor) + Teclis

    2) 2x Battalion 20x2 x2 Hammerers

    Both with 2 drops and heavy infantry + great command abilities.

    I’ve been brewing something similar.

    - Teclis
    - Alarith battalion with Avalenor and 10,5,5 Stoneguard. 
    - 2x5 Dawnriders
    - 70 points left over for endless spells

     The idea is that the Alarith battalion is your castle and the dawnriders are there to help claim far objectives.

     Thoughts?

     

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