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Matt Large

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57 Celestant-Prime

About Matt Large

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  • Birthday 01/15/1994

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  1. My understanding is it’s one buff per unit of Snufflers, so 2 units to buff something twice. Happy be be shown otherwise tho
  2. Allegiance: Gloomspite GitzMortal Realm: GhurLeadersFungoid Cave-Shaman (90)- Lore of the Moonclans: Vindictive GlareFungoid Cave-Shaman (90)- Lore of the Moonclans: The Great Green SpiteLoonboss (70)Skragrott, The Loonking (220)- Lore of the Moonclans: The Hand of GorkWebspinner Shaman on Arachnarok Spider (300)- Artefact: Gryph-feather Charm - Lore of the Spiderfangs: Sneaky DistractionBattleline60 x Stabbas (360)- Stabbas & Moon Shields60 x Stabbas (360)- Stabbas & Moon Shields20 x Stabbas (130)- Stabbas & Moon ShieldsUnits6 x Sneaky Snufflers (70)5 x Sporesplatta Fanatics (120)Endless Spells / TerrainAethervoid Pendulum (40)Geminids of Uhl-Gysh (40)Malevolent Moon (50)Prismatic Palisade (30)Scuttletide (30)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 190 Usually run Mangler Loonboss but thought the webspinner on spider fits better with the magic/endless spell theme while still being a relatively killy hero. Plus it’s another source of -1 to hit. That do we think to the list? Lots of CPs, lots of magic damage and lots of Grots to screen/ dish out loads of attacks with the Sporeslatta combo.
  3. How about Lords of the Clan in an Oakenbrow list to really try make the most of the Glade trait? Something like this: Glade :Oakenbrow Durthu (340) Ancient - General - Regal old growth - Dawnflask (300) Ancient (300) Branchwraith (80) 20 Dryads (200) 20 Dryads (200) 10 Dryads (100) Treelord (200) Lords of the Clan (60) Forest Folk (140) Gladeworm (30) Spiteswarm Hive (50) 2000 on the nose (which makes me happy). Plus it’s 3 drops. Looking at it, it’s probably terrible, but it looks pretty cool at least. Havnt really thought about spells and artefacts, there’s probably a few good ones to go for.
  4. Some scenarios require wizards in order to take objectives. You get a fairly tanky monster/hero/wizard that can do multiple rolls. I quite like the Lords of the clan as it is, as I imagine the first artefact would go on one of the Ancients, and the second one you gain has a nice Ancient ready to go for it.
  5. I enjoy using the Wyldwood’s personally, they are usually my MVP in how I played with magic and setting them off all the time. My only dislike is the transporting of them, it’s like carrying around two armies with you to an event. That was my one hope for the book, keep the woods, lower the quantity. It doesn't look like we’ll need as much as before though.
  6. Just gonna jump in a show ya this example mate, it’s poorly drawn on my phone but it does the job ha
  7. Having played Sylvaneth since they were first released all those years back, I just wanted to say I think this book is a fantastic change. We are going from a possible 3 build army (arguably Gnarlroot magic/winter leaf dryad spam and Dreadwood alpha strike) to being able to do anything of the above styles in any combination and more. I haven’t managed to have a look at the whole book in detail, but what I have seen looks really quite promising. Tree lords are still in a pretty bad place though. And why Ancients arnt level 2 baffles me. But there’s plenty to be excited about imo.
  8. Hmm its a wierd one, because the Loonsmasha's warscroll says they cannot charge if the unit they are in has any restrictions on it that would prevent them from charging. Typically running and retreating are two obvious restrictions. However, unless I'm mistaken, if a unit of Stabbas is in combat and therefore within 3" of an enemy, there is a restrction on them that would prevent the stabbas from being able to make a charge and would therefore mean the Fanactics couldn't charge themselves. I hope I'm wrong, because it feels wrong.
  9. Sorry my bad, misread which type of fanatic they were
  10. It would be hard to set up, they'd need to be revealed in the previous turn in order to be out the recieve the buff. Not impossible, especially with a double turn.
  11. I really like Loonsmashas, if anything I would do the opposite. The +1 attack is nice, but at the end of the day the grots arnt there to be the killy thing. You can build lists where they are, but for me the squigs are there for that. Maybe drop the squigs for 20 stabbas and swap the spore splattas for Loonsmashas. Or take the sporesplatta out and simply take another 20 grots or another 12 Squig Herd. To be honest I have no idea ha. Its why I love this army so much, literally no idea what Im doing with it.
  12. So the dust has settled on the weekend after a fantastic Throne of Skulls with my Gloomspite Gitz. Finished 19th overall, with 3 Major wins and 2 Losses. Heres my list, and I'll give a rundown of how I felt the weekend and the list went. Skragrott the Loonking - General - Hand of Gork Fungoid Cave Shaman - Great Green Spite Loonboss on Mangler Squigs - Gryph Feather Charm Loonboss 60 Stabbas 20 Stabbas 12 Squig Herd 10 Boingrot Bounderz 5 Loonsmasha Fanatics 5 Sporesplatta Fanatics 6 Sneaky Snufflers Morks Mighty Mushroom Scuttletide Geminids 1990 Points Skragrott is amazing, but we all new that already I think. I found I was very reliant on Hand of Gork to get anywhere across the table, and it went on to be my downfall in my last game (Scorched Earth) where each turn I either somehow failed to cast it, or it was unbound. However, I found the amount of CP's he provides to be fantastic, especially when Realm rules are in play. One of the games was set in Hysh, with a "pick a unit to fight at the start of the combat phase" command ability. Being able to use that on multiple units was great! Fungoid Shaman is great, the extra CPs alone is worth it. Still not sure on what spell, I found Great Green Spite to be a little underwhelming but that's dice. Each time I got it off, I would rolled a one! Most of the time I found my self casting Realm Spells and Endless Spells with it anyway. Loonboss on Mangler Squigs was an absolute unit, my opponents feared it, which is a great thing to have. Managed to roll a triple one for it's movement in one game though, but that's why we love Squigs right? Gryph Feather Charm proved pivotal, especially as its the obvious big scary target. The Loonboss on foot... was OK. Baby sat the 60 Stabbas essentially, doing the "stab em good" whenever it was needed. I did have points for a Madcap instead, but the Loonboss was painted, I think I'll persist with him, the extra mortal wounds can really help on some targets. The 60 stabbas were amazing, but I felt I used them incorrectly. My instinct was to keep them tight within that 12" bubble of the Loonshrine and use them as a defensive mass. I think in most scenarios I could have afforded to be much more aggressive with my use in them, especially with the amount of CPs I had available. The 20 Stabbas preformed ok, either acting as a screen or sitting on an objective. I think I used the two units the opposite to how I feel I should. Have the 20 sat by the shrine, and send the horde off to have a laugh with the enemy. The 12 Squigs were fun, 2 wounds is what makes them so worth it. My usual go to was Hand of Gorking them (when I actually got it off) due to the re roll charge rolls. I'm thinking they would be better in a larger unit sizer though, or the opposite and have multiple units of 6. 12 did preform well enough though. The Boingrot Bounderz are a fanastic unit, I think we all know that anyway. I let them down in a few games, setting them up so they have be charged, or being drawn into combat by having them slightly too close to their screen. But every time I did manage to get a charge off with them they did some work! The Loonsmashas a great, and swingy as hell. First game, deleted 2 Fulminators in one round, other games... diddly squat. They are a good deterrent however. I set them up in the 60 Stabbas every game, but I'm thinking putting them inside the 20 would have been far more useful in some games, as the 60 Stabbas can put out enough hurt most of the time on their own. I didn't know what to expect from the Sporesplattas, I took them mainly cos I love the concept of them. Their line of sight blocking never came into play, but the fact they give the +1 attack in the hero phase and can them move to keep up with the grots was very useful. When they got into combat they proved to have very reliable damage output, compared to the Loonsmashas anyway and hitting on 2's was great when some of the million sources of -1 to hit came into play. The Mangler Squig proved enough of a fire magnet that they weren't simply shot off the table every game, something I fully expected to happen. I like the Snufflers, the buffing of Moonclan units was useful, as it allowed to buff up anything in the army I felt needed an extra kick. Bounderz with +1 attack really turns up the heat. Its easy to leave them behind though, using the buff on the first turn often meant losing out on it for most of the game thereafter. Morks Mighty Mushroom. What can I say. It's simply incredible. My first game Skragrott managed to throw right in the middle of my opponents army and it pretty much accounted for most of my kills. Against lists such as Grimgast Reaper Legions, the mortal wounds really helped being able to stem the tide, I still lost against it, but my opponent and I were really impressed with how it did. The Scuttletide is great, a very useful tool to have. Being able to block on non-flying units and manipulating where your opponent moves can be game winning in Age of Sigmar. I dont think much needs to be said about the Geminids, apart from expect it to not be 40 points in the GHB 2019! Overall, I'm happy with a 3-2 and had a great weekend, I always aim for a positive win/loss so at least I achieved that. I think the Gitz are in a good place, maybe not the most powerful out there, but we can certainly give them a run for their money and look fantastic while we are at it.
  13. I’m looking at getting some Really Useful Boxes as a transport solution for my Gitz, but have no idea which sizes are best to get. Has anyone got any? And what sizes do you think would be good to get, particularly for that Loonshrine to go in. I’m think the 35L one for the big stuff, but don’t know about a size suitable for things like Bounderz and the medium sized units. or, does anyone use the GW cases to transport their Gitz and found them to be alright, I have bad memories with my Sylvaneth in those things.
  14. Cheers for the feedback. I suppose I liked the Fanatics in both units because it makes even the 20 strong unit a threat, especially when Hand of Gork comes into play. If I were to just have the one unit, I suppose it makes sense for it to go in the 60 strong unit. Sporesplattas are "ok", I've tried them a few times now. I suppose they just fit a different role to the fanatics I am used to. Here's an update to the list, with a few new things changed in (in bold). Looking at it, I think its probably an improvement. Skragrott - General - Hand of Gork Mangler Loonboss - Gryph Charm Fungoid Shaman - Great Green Spite Madcap Shaman - Itchy Nuisance 60 Stabbas 20 Stabbas 12 Squig Herd 10 Boingrot Bounderz 5 Loonsmasha Fanatics 5 Sporesplatta Fanatics 6 Sneaky Snufflers Mighty Mushroom Geminids Scuttletide 2000 Points
  15. Not without taking units out that I would other wise want to keep. Here’s my list anyhow, I wanted to avoid changing it much if possible, the shaman swap seemed like the easiest one. Skragrott - General - Hand of Gork Mangler Loonboss - Gryph Charm Fungoid Shaman - Great Green Spite Loonboss 60 Stabbas 20 Stabbas 12 Squig Herd 10 Bounderz 5 Loonsmashas 5 Loonsmashas 6 Sneaky Snufflers Mighty Mushroom Geminids Quicksilver Swords 2000 Points basically, wanted to swap the Swords for the Scuttletide.
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