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KrrNiGit

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Everything posted by KrrNiGit

  1. How it plays… It’s slow and you have a lot of ranges to remember. Both the Fungus Fanatics and Sneaky Snufflers have wholly within 12 inch bubbles. The Loonboss has his own bubble. There are a bunch of buffs from the Gobbapalooza. You’ll have a bunch of spells and dispels each turn (until they die). It slowly walks forward and dies but also sometimes blends. The look on your opponents face when they realise they are getting butchered by tiny grots is great; when your opponent kills all the grots what did they expect they are just dumb little grots. In reality it is a bit of a grinder, but when you roll hot it can really put out the hurt. I have wiped a 2000 point Iron Jaw list in 2 turns with this list going hot. Check your bubbles during your movement. Your Fungus Fanatics effect your guys in your command phase, your Snufflers can’t move and buff. You need to make sure at the end of your movement all your guys are where they need to be for your next turn. Deploy your nettas LAST. I deploy the grot block and then space nettas around the outside. Grots need every little bit of help they can get, and nettas are why you should be playing Gloomspite Gitz. Fun things you can do… Add a Webspinner Shaman with the Sneaky Distraction spell to give another -1 to hit to all enemy units wholly within 12 inches. He also gets +1 to cast the Scuttletide (a great endless spell you should always take if you can). It’s a tight range and hard to get off, but who doesn’t love reminding your opponent, “oh you’re -2 to hit.” That’s why we play gitz after all. Add Loonsmasha Fanatics because more fanatics are always better. They pop out of a Stabba unit at the start of a charge phase (yours or theirs). They add a nice wrinkle and can help you mess with your opponent even in their turn. If you include Skragrott you can use the Brewgits buff on him to reroll all hits, in both shooting and melee. His weapon is already great, but with rerolls it is even betterer. The Fungus Fanatics effect ALL Moonclan Grots so all your heroes and hangers on get the +1 attack too. The Scaremonger with 5 attacks doing d3 damage can do a helpful little amount of work. The Fungus Fanatics block line of sight so you can hide your squishy heroes. If they don’t need line of sight to the enemy, deploy them behind the Fungus Fanatics to keep them safe for a turn before everyone dies. Loonbosses have a natural -1 to hit, next to a netta they will be -2 you can give them the Clammy Cowl artefact to make them -3. Now that is a real slippery git! Get the Boggle Eye to case his spell on a throw away blob of grots (preferably with fanatics hiding in them) then teleport them across the board to somewhere your opponent has to deal with them. They won’t do much but making them immune to battle shock should keep them around irritating your opponent for another turn.
  2. How I deploy it: The Stabbas make up the protective outer wall of the formation. Spread your nets the right way and any combat unit taking you on will have a hard(er) time against you. I then position the Loonboss (LB) towards the front and centre. He needs to keep the Stabba unit wholly within his bubble, can do some ok damage and can attack over the front rank with his mighty 1 inch reach (God bless 25mm bases!). I have found he is pretty safe there as he is not much of a threat, and comes with some native negatives to be hit. Plus he visually blends into the blob pretty well. Next in the middle of the U are the Fungus Fanatics (FF). In the middle they can keep the Stabbas within their 12 inch bubble. Putting them in the middle gives the other units that can be added room in front if they need line of sight, or safely behind if they don’t. Once the Stabba blob starts to evaporate they can be a handy second wave and do some good work too. At the rear of the U I place the Sneaky Snufflers (SS). They should be able to keep the Stabbas within their bubble from where they are but since they have to give up movement to buff you don’t want to put anything behind them since they will get in the away and stop your other units from being able to keep up.
  3. Do you want to kill some things with grots? Not squigs, not spiders, not troggs but grots? I did once. And some things did die, though they were mostly grots. Here is how I did it. First I will outline the core component for the “grot blender” before going over how you can turn it up to 11 (-1 for nettas, -1 for the shroomy and -1 for the webspinner… so 8 really). Minimum blend: 1 unit of 60 grot Stabbas 1 unit of Fungus Fanatics 1 unit of Snufflers 1 Loonboss = 620 points of slightly scary death If the Stabba blob is wholly within 12 inches of the fanatics in your command phase they get +1 attack. If they are wholly within 12 inches of the Snufflers in the movement phase the Snufflers can give up their move to add an additional +1 attack. This is the heart of the blender: 3 attack grots and 5 attack nettas! That’s a maximum of 288 attacks from 60 grots.In reality, it is never going to be that much, but it will be a bunch and can surprise you and your opponent. The Loonboss has a command ability to give the blob mortal wounds in addition on 6’s to wound. This won’t do a lot, but a handful of mortal wounds will help it against high armour or ethereal units. While not being game breaking it is an important tool that will help you out grind the other grindy units out there. This ability is also wholly within 12 inches and costs a command point, or if the Loonboss is your general it’s wholly within 24 inches, and if he has the dead shouty command trait it’s free. Maximum blend: 1 unit of 60 grot Stabbas 1 unit of Fungus Fanatics 1 unit of Snufflers 1 Loonboss 1 Gobbapalooza (plus battalion) 1 Madcap Shaman (plus Moonface Mommet) = 990 points of slightly more scary death The addition of the Gobbapalooza adds some more buffs to your Stabbas. Rerolling 1s to wound from the Spiker when you are wounding on 2s and scoring mortals on 6s is probably the best. Scaremonger will save you some command points letting the unit reroll runs and charges. The Brewgit lets your Loonboss reroll hits and wounds which is meh… The two wizards have some crazy spells. The Shroomancer giving an enemy an additional -1 to hit (with your nets they should be at -2) and -1 to their save is strong, but it is within 8 inches and hard to get off against real spell casters. The Boggle Eye makes an enemy wholly within 12 inches fight last or makes your unit immune to battle shock (i.e. saves another command point). I like the battalion as I roll a lot of 2s and who doesn’t love a CP and artefact. The Madcap can either have the teleport or great green spite depending on your preference. The teleport helps keep your Snufflers in range as they have to sacrifice their move to give their buff. The Great Green Spite is a better arcane bolt and gives a little more mortal wound offence to your blender. The real reason he gets included is to carry the Mommet. Giving the grots functionally -1 rend against a unit really helps makes them proppa scary.
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