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gnaleinad

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Posts posted by gnaleinad

  1. On 3/26/2023 at 11:22 PM, spenson said:

    I've played the army five times, training against other teammates for a big tournament and I'm expecting a lot of nerfs in the battlescroll next month.

    The list I was playing:

    Allegiance: Gloomspite Gitz
    - Gittish Horde: Jaws of Mork
    - Grand Strategy: Chasing the Moon
    - Triumphs: Indomitable

    LEADERS
    Squigboss with Gnasha-squig (80)*
    - General
    - Command Trait: The Clammy Hand
    - Artefact: Gryph-feather Charm
    - Aspect of the Champion: Fuelled by Ghurish Rage
    Skragrott, The Loonking (160)*
    - Lore of the Moonclans: Nikkit!Nikkit!
    Squigboss with Gnasha-squig (80)**
    Webspinner Shaman (65)**
    - Lore of the Spiderfang: Sneaky Distraction

    UNITS
    10 x Boingrot Bounderz (280)*
    24 x Squig Herd (240)*
    24 x Squig Herd (240)**
    24 x Squig Herd (240)**
    20 x Moonclan Stabbas (125)*
    6 x Sneaky Snufflers (110)**

    BEHEMOTHS
    Mangler Squigs (260)**

    ENDLESS SPELLS & INVOCATIONS
    Scuttletide (85)

    CORE BATTALIONS
    *Battle Regiment
    **Battle Regiment

    TOTAL: 1965/2000 WOUNDS: 228
    LEADERS: 4/6 BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ENDLESS SPELLS & INVOCATIONS: 1/3 ALLIES: 0/400
    REINFORCED UNITS: 4/4 DROPS: 2

    The army is very fun to play but it's just way too powerful as it is right now.

    Next week we'll try the army against SoB, it could be an ok counter to the army. We thought LRL could do good with Crippling Vertigo + Darkness of the Soul as it makes 2 units basically unable to move at all but even that wasn't enough.

    Wow. Does having two drops helps? Was that LRL similar to the one drop net list?

    I have tried Manglers in my list and found that even with all the buff I can give, their output cannot be compared to Boingrot.

    Have you tried Tunnel Master with Moonface Mommet? 

    I recommend for you to try a game without that Mangler, Scuttletide and Webspinner Shaman, and replace them with a Loonboss, Gobbapalooz, Fungoid Shaman and Malevolent Moon. 

     

    I lost against the LRL 1 drop net list with a freaking Soulsnare Shackles, Rune of Petrification and Umbral Spellportal in the Battleplan POSITION OVER POWER. 

    Going first, Teclis casted two spells Umbral Spellportal, Storm of Searing White Light thru the portal. There was very little place to hide from this spell in this map. 
    The Storm of Searing White Light killed a Squigboss and wounding many of my units, with my Loonboss and the last Squigboss on 1 wound each. 

    His Warden casted Soulsnare Shackles, the Cathallar cast Rune of Petrification and the Calligrave casted Speed of Hysh on the Windchargers. Next he shot my Squig Herd and Boingrot with Powered up Sentinels, the Windchargers flew 28" to the side of my Skragrott, shot killed him and charged and killed my last Squigboss who had Clammy Hand. In the returning melee the Windchargers were destroyed but the damage was done, I lost 3 very important heroes before my turn. 

    In my turn, I only manage to dispell the Spellportal and so I went for vp and tactics. So there was nothing much I can do as I cannot charge his main army. And then I had a double turn and I managed to dispell the Soulsnare Shackles, and I moved in for the kill. It was a big mistake as I should had also tried to dispell his Rune of Petrification as well. But I went for Hand of Gork and Squig Lure on my Squig Herd and failed my 9" charge later. Only my Boingrot went in with an awesome 12" charge, taking out his Wards and damaging his Sentinels.

    He had a double turn after that, and first it was Umbral Spellportal, Storm of Searing White Light, Transporting Vortex the Sentinels and Protection of Teclis. 
    I managed to block his Soulsnare Shackles with my Gobbapalooza but that Transporting Vortex spell costed me the game eventually. 

    Next in turn his double turn 3, he did Storm of Searing White Light, Living Fissure, Transporting Vortex another Sentinels and Protection of Teclis. All my character were dead by that, and that Rune of Petrification was super damaging to my Squig Herd. Luckily he failed Soulsnare Shackles and my Gobbapalooza unbinded both his Sentinels power up spells. 

    In my turn 3, my MVP Gobbapalooza dispelled Spellportal and Rune of Petrification. 

    I double turn in turn 4 & went first in turn 5, but it was just brutal combat and my army taking a lot of damage from shooting and spells. 

    Killing Teclis in turn 4 was the highlight of the match. 

    I lost the game 16 to 19 point, and I would had drew the game if I killed his last hero as his grand strategy was The Day is Ours, that is to have more Galletian Hero than your opponent at the end of the game.

    We both agree that POSITION OVER POWER was the hardest to play against LRL.

    Btw I am also a LRL player. I kinda taught my friend what to do during the game also hahaha.

     

    Basically I believe your list would had no chance against the one drop Teclis list with Soulsnare Shackles, Rune of Petrification and Umbral Spellportal. Especially if the same thing was done with Windchargers and killing your Skragrott before your turn. 

    And there is a high chance that a focus fire of 40 shots on your Mangler will kill it, dishing even more damage to your own forces before your turn. 

    There is just no where Skragrott can hide from a 28" move and 12" shooting that ignore ward saves. The board is only 44" x 60" now. 
    Even if your 4 wounds heroes survives the first Storm of Searing White Light, he just have to get rid of your remaining spider wizard and it is game over. If you cannot remove the Soulsnare Shackles there is no way to win.

    A melee armies that cannot charge? What will be the use of the Squigboss hero phase move? 

    With most, if not all, of your Heroes dead by turn two, even if you push for objective and tactics, the amount of spell + shooting damage is no joke, plus it is possible to recast the Rune of Petrification on an objective to destroy your army. Teclis can also teleport his units anywhere. 

    At least in my game I had a Gobbapalooza that can be replaced by King's Gitz at the Loonshrine and it was my MVP unit. Your list may really just be butchered.

  2. I see many people not taking Loonboss on foot in their list. I understand that a list focusing on Squig Herd will not see much use for command ability but those with Boingrot in their list ought to consider testing out game with Loonboss.

    At 85 points plus Galletian Champion, their All-Out Attack can help make Boingrot or Squig Hopper the best unit in Gloomspite.

    Together with Squigboss, Gobbapalooza, Moonface Mommet and Sneaky Snufflers the damage output is higher than Squig Herd by alot. 

     

    Imagine a unit of 5 Boingrot charge a unit of 5 Chosen, lets estimated the total average damage...

    On Charge
    5x 4+ mortal wound = 2 damage average

    Rider Attacking (Squigboss Yellow Lurka, Loonboss all-out attack, Gobbapalooza Nasty Poison, Moonface Mommet)

    11x 3+ to hit, 3+to wound, 6s to wound additional mortal wound, rend -4, damage 2 = 10 damage average

    (If Sneaky Snufflers Looncap Shrooms rolled 6+)

    16x 3+ to hit, 3+to wound, 6s to wound additional mortal wound, rend -4, damage 2 = 16 damage average

    Squig Attacking (Squigboss Yellow Lurka, Loonboss all-out attack, Gobbapalooza Nasty Poison, Moonface Mommet)

    15x 3+ to hit, 3+to wound, 6s to hit & wound additional mortal wound, rend -3, damage 1 = 9 damage average

    (If Sneaky Snufflers or Jaws of Mork)

    20x 3+ to hit, 3+to wound, 6s to hit & wound additional mortal wound, rend -3, damage 1 = 12 damage average

     

    The total average damage is about 21 wounds against Chosen, who only have 15 wounds. 

    If Chosen had Mystic Shield or All-Out Defense, about 18 wounds. 

    If Chosen had All-Out Defense and Mystic Shield, about 16 wounds. 

     

    A unit of un-reinforced Squig Herd (with Squigboss Yellow Lurka, Gobbapalooza Nasty Poison, Moonface Mommet) will do a total average of 12 wounds against Chosen.

    If Chosen had Mystic Shield or All-Out Defense, about 10 wounds.

    If Chosen had All-Out Defense and Mystic Shield, about 9 wounds.

     

    I will not deny that double Squigboss + 36 Squig Herd Alpha strike is very effective (hero phase min 12" max 22" move), getting addition buff is hard and will require hand of gork or that endless spell to move wizard. I rather put extra rend then ward save on those Squig because I prefer max damage and then use the fleeing 9" mortal wound to kill his nearby characters.

     

    After playing many games mixing Troggoths, Spiders, Squigs and Grots.. King Gitz with Clammy Hand edge out over Jaws of Mork & Clammy Hand, especially after your opponent double turn in either round 2 or 3. 

    To improve the chance to bring back that one unit on a 4+ to 93.75% or two important units at 66%, makes a hell of a different. 

    King Gitz with Clammy Hand allows us to play aggressively and trade units with your opponent and win by the war of attrition.

    • Like 1
  3. I hope that AoS 4.0 will not happen until start of 2025.

    Because I hope that there will be at least 1.5 years of data collection & balancing after all the battletomes that is coming out is released. 

    Really hope that can create different battleplan plans & tactics for 1k games, almost everyone agree that only 2k games can see some reasonable balancing and counter play. 

    When is the Alves from realm of Shadow coming anyway? 

     

    Anyway regarding 40k, I hope that instead of making AoS like 40k they should make 40k like AoS. Double turn!!!! (most likely will cause a riot hahaha)

     

    • Like 1
  4. On 2/25/2019 at 8:42 AM, PlasticCraic said:

    Jezzails: can Skitterleap into position for LOS and delete our Heroes, and thereby remove our Battleshock immunity (away from the rock)

    Skitterleap can only target models with Hero keyword. 

    Verminlord Deceiver one is better, just 6" away from enemy. 

    What we should be really worried about that is the Deceiver Skitterleaping a Corruptor or Lord Skreech next to a Gnawhole that is place in our deployment area in the hero phase. Or both. 

    With +1 casting, Corruptor will delete horde.

    Lord Skreech will have +2 to casting, and can summon rats into our deployment area after killing our troops.

    Next they can drop the Warp Lightning Vortex for a kickass.

    THEN in the movement phase they can teleport away to another Gnawhole, while the Vortex kill even more stuffs.

  5. Cloak vs Amulet? I say depending on your army.
    If pure Beastclaw? Take Amulet, because your army really don't have much point left to get large block of unit to tank objectives.
    Heal with 2 Huskard on Thundertusk and your game will be more fun!

    If mixed Destruction? Cloak so that you can fly over your Grots units and surprise your opponent.
    Best paired with Moonclan Grot with Fanatics to give your opponent a hard time.
     

    • Thanks 1
  6. 6 hours ago, That Guy said:

    Try to go second, and aim for movement +3 on your everwinter. Activate cogs, and hope for your alpha strike + double turn.

    Not like you can control/predict the dice roll.  This Everwinters' Blessing is just too random to be useful, take it as a bonus if anyone wish to go Beastclaw.

    But to plan your entire game plan around it? No, sounds like a bad idea.

    Can if you are a causal player and would like an army that looks good and cool.
    However lets just wait for the Beastclaw Raider & Ironjawz Battletomes this year before your 

    Braggoth makes both Gruntas and Mournfang much better, however the current meta is evolving into something quite different. Any army with -1/-2 to hit will just cripple your army. Read many reports that says the Gruntas out-performed the Mournfang.

  7. 7 hours ago, ChatBatFun said:

    I’ve been thinking about the sneaky snufflers looncap mushrooms ability,  can you  effectively do an unlimited about of 2d6 mortal wounds to friendly moonclan units?

    So have I 😎. But they can only use it once per unit of Snufflers..

    Having 4 units of Snufflers can really do a very deadly combo..

    A block of 60 stabbas can take a 6d6 mortal for a +4 to their attacks.

    That's gonna be 63 attacks just from the netters.

    The trick here is to get those 60 stabbas within 12".

    • Like 1
  8. 8 hours ago, Molochmaschine said:

    I come to you, friends and neighbors, in desperation. 

    I love the gloomspite gitz a ton. They vibe with me utterly, and I was given a gift of 20 grot stabbas that I can’t wait to paint. I get so, SO obsessive about this stuff though, so I was hoping someone with a bit more experience could tell me if I’m making a tragic mistake. 

    I’ve put together a 1k point list that’s as much painting goal as anything, and all I need, all I want, is for some to tell me wether this is a useless, wasted army.  If I could use this list to some effect, I would finally be able to relax again. Here it is:

    -

    fungoid cave shaman 90

    loonboss on manglers 300

    -

    Stabbas (x20) 130

    Squig Herd (x12) 140

    -

    loonsmasha fanatics (x5) 140

    Boingrot bounderz (x10) 200

    -

    1000/1000 on the nose. 

     

    Help me, friends. I have nowhere else to turn and information is scarce. 

    Your list seems to be very deadly! If you want to make it fightier you can swap one of the Squigs Herd for Snufflers. 

    Their ability to plus 1 attacks can be awesome, given to your small unit of Squigs or Mangler or Bounderz! 

    Plus the models look great!

    Plus you can put fanatics in them, to the surprise of your enemy who thought it was in your stabbas!!!! 

    Hand of Gork those Snufflers and your enemy might just think that you wanna use their special ability. Then unleash your fanatics!!

    • Like 1
  9. 23 minutes ago, Devan said:

    Can someone confirm if this is correct, it seems like a neat idea. 

    If I am using the Squigalanche Battalion and the Bad Moon is affecting my units that means all my Squig Hoppers can retreat from battle if they are in one, hop over the enemy to do some damage, end outside of 3" but within 6" then in the combat phase I will be able to attack with my units before the opponent can attack those units since the opponent can't select their units to pile in from more than 3" away. So I would get to retreat, deal moving damage, and attack (before the opposing unit goes) all in the same turn. That seems fun.

    Seems legal. Situational and really powerful when you can do it.

    However depending on the bad moon is a bad idea. 

  10. On 2/8/2019 at 4:38 AM, Amradiel said:

    Your strongest 1k lists? Go!

    Allegiance: Gloomspite Gitz

    Leaders
    Loonboss (70)
    - General
    - Trait: Tough 'n' Leathery 
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: Itchy Nuisance

    Battleline
    6 x Squig Herd (70)
    20 x Stabbas (130)
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Badmoon Icon Bearers

    Units
    5 x Loonsmasha Fanatics (140)

    Behemoths
    Mangler Squigs (240)
    Mangler Squigs (240)

    Endless Spells
    Scuttletide (30)

    Total: 1000 
    Wounds: 70
     

    • Like 1
  11. 6 hours ago, Skabnoze said:

    Fanatics hit like a sack of bricks to the face without any buffs.

    After studying the book I find that the real star of Gloomspite Gitz is the Loonsmasha Fanatics. 
    Taking 15 at 420 points might seem crazy. 

    But at a 1000 point games it's extremely deadly.

    Spoiler

    Allegiance: Gloomspite Gitz

    Leaders
    Loonboss (70)
    - General
    - Trait: Tough 'n' Leathery 
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    20 x Stabbas (130)
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    20 x Stabbas (130)
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers

    Units
    15 x Loonsmasha Fanatics (420)
    5 x Sneaky Snufflers (70)

    Endless Spells
    Chronomantic Cogs (60)
    Geminids of Uhl-Gysh (40)

    Total: 1000 / 1000
    Wounds: 74

    This is a true gambler list. I do not know the meta for 1000 points games but anyone bring any big chunk of elite unit gonna be deleted by your Fanatics. Evocators or Tzaangor Enlightened?? No more worries. 
    Most sane and knowledgeable players will not let you go first, knowing that you wanna Hand of Gork your Fanatics bomb. They will wanna kill your 4 wound Grot Shaman asap, but you will not let them by preventing line of sight.
    So they must play guess-kill to delete the unit you hide the 15 Fanatics but sadly they can never find them in the Stabbas Grots. I believe there are lists out there that can take out one of 20 Stabbas in turn one just by shooting.
    Against someone with a strong shooting list just hide those Fanatics in the Sneaky Snufflers, they will never see it coming before it is too late. Fanatics with a +2" to charge over a 6" distance is 75%. If you can get a hero near enough for a reroll charge, it will be 88% of charging..

    By keeping the shaman  close to the Stabbas, they will be durable enough to hold their own, especially with the netters, the Mommet and the Night Shroud spell. If you can get the Germinids to hit also, you can potentially do -3 to hit for any melee lockdown..


    In 2000 points game? I think it is really ridiculously effective and good. 15 D6 attacks is average 40-50 attacks. So far the best I ever rolled was 69 attacks. 
    It is a ridiculous amount of damage with that rend -2 and D3 damage, I was easily doing 20-30 wounds.  Plus even if the enemy survive that you will get to pick to have a unit to combat first. After that I even got the 7 surviving Fanatics to charge another unit! 

    Well just my review of the new rules for Fanatics. Absolutely love them.

  12. 2 hours ago, Backbreaker said:

    I think that "itchy nuisance" works really well with a Mangler loonboss and "fight another day" . If you only charge a unit with your Mangler, you will be able to hit hard a unit without any retaliation !

    Charging with a "fight another day" trait General shall allow you to avoid retaliation... if you roll high enough... Now imagine rolling a 2.. 🤣😅

    Actually after you cast "itchy nuisance" on that unit, any unit that charged it can attack first without retaliation!
    Remember that after you charged successfully, those units can still move 3" toward the closest enemy unit, even if the unit you charge is destroyed!!

  13. 31 minutes ago, Skabnoze said:

    However, I very much do not expect the Bounders to stay at that price point for long.  I would not at all be surprised to see their cost tweaked in the next GHB - which I think drops in the summer.  The unit is so cost effective that it becomes the obvious choice for adjustment.  But their stats and abilities are universally good so there seems to be some room for cost to increase and the unit to still be worthwhile.

    I dunno. Somehow I think they are not game breaking. Their mortal wounding ability mirror the Evocators.

    The Stormcast Evocators are in unit of 5 model, 3 wounds each with 4+ save and bravery 8. They have good solid attacks and incredible damage. They are 200pts.

    A unit of 10 Bounders is 200pts and mirror the mortal wound output.. however with it's low bravery 5 it's kind of weak. Killing one can make you lose more, very easily.

    The Evocators Riders are 300pts for 3. 

    I really don't wish for them to make it bad. 

  14. I was thinking about magic and realize that the Gloomspite Gitz have the most amazing Anti Magic ability ever.

    A Madcap Shaman with a Staff of Sneaky Stealin'!!!! 
    Hand of Gork this Shaman to the back of your opponent line where their Wizards and Heroes are! 
    You will average out a min of +2 to the casting and unbinding! Against some army you can even get a +4 or +5!!!
    Cast the endless spell "Malevolent Moon" and fly it to the most important caster of the army for a -2 to casting!
    Cripple that Lord of Change, Nagash, Alarielle or any other Wizard! 

    Well there are those pesky auto-unbind units that can cripple your plans completely...
    And those list with no wizards at all..

    With all these in mind I tried to make a list.. But it is a 6 drop army, wondering should I go more spiders and take out the 20 Grots for objective holding.
     

    Quote

    Allegiance: Gloomspite Gitz
    Mortal Realm: Chamon

    Leaders
    Madcap Shaman (80)
    - Artefact: Staff of Sneaky Stealin' 
    - Lore of the Moonclans: Vindictive Glare
    Scuttleboss on Gigantic Spider (100)
    - General
    - Trait: Monstrous Mount 
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Totem of the Spider God 
    - Lore of the Spiderfangs: Gift of da Spider God
    Troggoth Hag (380)
    Skragrott, The Loonking (220)
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    5 x Spider Riders (100)
    5 x Spider Riders (100)
    5 x Spider Riders (100)
    5 x Spider Riders (100)
    20 x Stabbas (130)
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers

    Battalions
    Spider Rider Skittermob (120)

    Endless Spells
    Chronomantic Cogs (60)
    Scrapskuttle's Arachnacauldron (50)
    Mork's Mighty Mushroom (80)
    Malevolent Moon (50)
    Scuttletide (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 106

     

  15. 3 hours ago, adreal said:

    Dang book having good choices where one thing is not a auto include

    The Bad Moon spoke to me, he told me that Scuttletide at 30 points should be an auto include. Huge area denial.
    Next he whispered to convince everyone here that the Mork Mighty Mushroom should be an Auto include. Huge area denial.

    Play mind games with your opponents. 

    • Haha 1
  16. 3 hours ago, adreal said:

    So after flirting with the idea of going full spider (which I want to do but it gets expensive with direct only models) I've decided a mix list will be more fun (and strangely more affordable)

    LEADERS

    Skragrott, The Loonking (220)- General- Lore of the Moonclans : The Great Green Spite

    Loonboss (70)

    Fungoid Cave-Shaman (90)- Lore of the Moonclans : The Hand of Gork

    Scuttleboss on Gigantic Spider (100)- Artefact : The Black Fang

    Webspinner Shaman on Arachnarok Spider (300)- Lore of the Spiderfangs : Scuttling Terrors

    UNITS 60 x Stabbas (360)- Pokin Spears & Moon Shields- 9 x Barbed Nets- 2 x Moonclan Flag Bearers- 1 x Badmoon Icon Bearers

    6 x Squig Herd (70)

    6 x Squig Herd (70)

    15 x Spider Riders (300)

    10 x Boingrot Bounderz (200)

    3 x Rockgut Troggoths (160)

    ENDLESS SPELLS

    Scrapskuttle's Arachnacauldron (50)

    I recommend changing the Rockgut Troggoths to Endless spells; Scuttletide, Malevolent Moon, & the Mork Mighty Mushroom!

    Since you are getting the box with Arachnacauldron, just use all the endless spells! It will cost 160 for those 3.

    They are amazing! I personally find Scuttletide an auto include in all of my list. Infinite Range, Area denial of 6" around a huge base.
    As much as possible the Mork Mighty Mushroom is also a must for me, a freaking 18" pizza of mushroom doom!!!

    • Like 1
  17. 23 hours ago, Malakree said:

    For the Moonclan lore.

    • Hand of Gork is one of the best spells in the game.
    • The Great Green Spite and Squig Lure are both amazing depending on the list you're playing.
    • Itchy Nuisance is a reasonable option which can really dump on an opponents key characters. (ManglerBoss with the retreat after attacking)
    • Vindictive Glare is a shorter range Arcane Bolt that is otherwise strictly better.
    • Call da Moon is a map wide Arcane Bolt on a slightly higher cast value that always gets the D3 and can situationally be rerolled.

    Honestly the Gloomspite Lores are really good and make most of the personal spells irrelevant.

    I personally find that Itchy Nuisance is so useful in all army build of Gloomspite Gitz.
    Even mortal wounding spiders or Troggoths Heavy list.
    You can charge 3 small units into one enemy unit that you cast this spell on and you attack 3 times. 

    Doing away with Wizard is no good for this army, it has so many debuffing spells!

    I personally think that the endless spells of Gloomspite is the best of all we seen..
    Against horde army like Daughters of Khaine? Hand of Gork your Arachnarok Shaman and Mork Mighty Mushroom. Can also use to area deny an objective. 
    Against caster heavy Tzeentch? Hand of Gork your Arachnarok Shaman and cast Malevolent Moon to cripple his shaman (with the Bad Moon you can give -3 to casting..)
    Against any army, just Scuttletide and area deny or block their movement.
    The Arachnacauldron give +1 to casting and it is so good with Arachnarok Shaman. You also can gamble with Fungoid Shaman 4+ mortal wound save for it to cast a big spell with +2 to casting if the Bad Moon is on your side.. 

    We have so many choice here. Awhile ago I posted one build with a Rogue Idol for a +4 to casting for Shragrott Loonking when there is a Bad Moon.

    What you all think of the Endless Spell? Especially the Mork Mighty Mushroom! Meh or Whoohooo?
     

  18. Actually it more than justified the extra 30 points. It gain a ranged attack and more melee  attacks and 1 additional wound. 

    If I'm not taking Skragrott this will be the next best choice. Makes 60 Stabbas super deadly. 

  19. Been thinking about having more endless spells in the game. Defensive sneaky list.

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Loonboss (70)
    - Artefact: Gryph-feather Charm 
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: Hand of Gork
    Madcap Shaman (80)
    - Lore of the Moonclans: The Great Green Spite
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Venomous Spiderlings 

    Battleline
    20 x Shootas (130)
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    6 x Squig Herd (70)
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    - 9x Barbed Nets
    - 2x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers

    Units
    10 x Loonsmasha Fanatics (280)
    5 x Sneaky Snufflers (70)

    Behemoths
    Rogue Idol (400)
    - Allies

    Endless Spells
    Scuttletide (30)
    Mork's Mighty Mushroom (80)
    Scrapskuttle's Arachnacauldron (50)
    Chronomantic Cogs (60)
    Soulsnare Shackles (20)

     +  Moon Loonshrine (0)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 400 / 400
    Wounds: 147

    As this is a defensive build, all our wizards shall be near the back, behind the Rogue Idol.

    With the the Rogue Idol and the Arachnacauldron our Skragrott Loonking can get +3 to casting and the Chronomantic Cogs can give additional spells from the Gloomspite lore. With the Bad Moon and an Arcane terrain we can even get +5 to casting.

    The Rogue Idol can ignore the Arachnacauldron mortal wound on a 4+.

    On turn two we can change the Cog for the +2 to charge bonus, then teleport our bomb of 20 Shootas with 10 Fanatics to destroy anything. Shootas can soften the target a little and we only need to roll 4+ to charge, and the damage from 10 Fanatics is no joke. 

    We should be able to drop Scuttletide with a +2 to cast and disrupt your opponent.

    Our Loonboss and Snufflers will boost the Stabbas to do some mortal wound. 

    We can also drop the Mork Mighty Mushroom to area deny or kill hordes. We can also drop the Soulsnare Shackle with it to ensure those near the Mushroom can't escape.

    Please give me feedback on this list. 

  20. Been thinking of a list that can really punch and hold. 

    Any feedback?

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Loonboss (70)
    - Artefact: Gryph-feather Charm 
    Madcap Shaman (80)
    - Lore of the Moonclans: Call da Moon
    Loonboss on Mangler Squigs (300)
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Hand of Gork
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta

    Battleline
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    - 9x Barbed Nets
    - 2x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    6 x Squig Herd (70)
    20 x Shootas (130)
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers

    Units
    5 x Loonsmasha Fanatics (140)
    10 x Boingrot Bounderz (200)
    5 x Sneaky Snufflers (70)
    5 x Loonsmasha Fanatics (140)

    Endless Spells
    Scuttletide (30)
    Mork's Mighty Mushroom (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 165

  21. Preparing to running this list... Still waiting for my Colossal Squig to arrive..
    It will either that or 15 Boingrot Bounderz for the same points.

    Main punching force is the 15 Fanatics with Hand of Gork! I wonder how many can survive a successful charge?
    With the Sporesplatta protection and Skragrott 4+ wound/mortal save, my Hand of Gork will not be easy to shut down.

    Any thoughts? Which you think is better? 15 BoingrotBounderz or 1 Colossal Squig? 

    Allegiance: Gloomspite Gitz
    Mortal Realm: Chamon

    Leaders
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Hand of Gork
    Loonboss (70)
    - Artefact: Spiteful Prodder 
    Madcap Shaman (80)
    - Lore of the Moonclans: The Great Green Spite
    Madcap Shaman (80)
    - Lore of the Moonclans: Call da Moon

    Battleline
    20 x Shootas (130)
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    - 9x Barbed Nets
    - 2x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    6 x Squig Herd (70)

    Units
    15 x Loonsmasha Fanatics (420)
    5 x Sporesplatta Fanatics (120)
    5 x Sneaky Snufflers (70)

    Behemoths
    Colossal Squig (300)

    Endless Spells
    Scuttletide (30)
    Malevolent Moon (50)

    MOON LOONSHRINE!!!!! (0)

    Total: 2000 / 2000
    Wounds: 157

  22. On 1/7/2019 at 7:32 PM, Gumbalina said:

    What does everyone think of squigs with the buffs they have received? Double the attacks and handler meat shields for the cost of d3 damage.  All for the same cost as before.  4 handlers and 20 squigs for 280pts could be quite a good little unit

    That's only if you max out the Squigs Herd unit previously; each unit of 5 squigs was 60 points and the herders were 20 for 2 grots with 1 wound each. It was 80 points for 12 wounds. 

    And previously you can have more herders and share them between a few units of Squigs.

    Because they were different units, there was always the problem that your Squigs charge into combat but your herders were too far away for the +1 to hit rolls. 

    It's now just a really cheap mediocre  battleline at 70 pts for 12 wounds. The Squigs Hoppers are much better now at 90pts.

    If you have them, it will be best if this unit is kept 6" away from friendlies, the potential of getting shot at and you failing your battleshock is very high.

    You don't wanna waste a command point on them to auto pass the battleshock to prevent friendly damage. 

    But at the same time that's so Orcs and Goblins! Miss the good old failing animosity infighting.

    However I would argue that the reduction in Damage output is debatable. The overall synergy with the Loonboss on Mangler/Squig command ability is very good. 

    I think a good usage will be as a solo suicide unit running up a flank/empty area and be disruptive, their special ability is self-destructive. 

    They need a big number for the ability to shine but I personally find that it is too expensive for the damage, you lose models just to deal damage. 

    The Squigs Hoppers are much better at that, the Squigs Knights are also awesome. I think they are going to be the most popular units with Moonclan.

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