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DrDemento

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Posts posted by DrDemento

  1. 47 minutes ago, InfernalStone said:

    Mangler Squigs with or without Loonboss.  Trying to decide and maybe can get some insight from those with more knowledge.

    I'm only planning on having one unit of Boingrot Bounders and 1 or 2 squig herd units.  (Not sure if I'm going to combine or split them)  If that's all I have or even if less, is the extra pop of the Loonboss worth it, when I probably won't get a lot of action out of his command ability or should I shave the points and go with a base Mangler?

    I've played a couple games with the mangler boss and really like the "Fight another day" command trait and then a protection artefact, usually -1 to hit (clammy cowl or gryphfeather charm is better) but now thinking about a mortal wound save instead since I've taken more wounds from magic than melee given that Fight Another Day allows you to leave combat before getting hit.   The command ability is great but not as critical a factor as the command trait.

    If you're not wanting to give the mangler boss the fight another day command trait, then I'm not sure  it's worth the extra 60 points so would suggest the regular mangler. 

  2. 2 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. 

    This looks great!  Only change I’d consider is the squig herds - maybe Stabbas instead (more survivable and 10 can come back if killed via loonshrine, and more models for objective holding).  

    If you really want herders because the models are cool and for diversity and the mangler boss ability boost, maybe split the herders into two units for more flexible objective holders, or maybe hoppers instead and an endless spell.

  3. Mangler Boss Artefact?  Thoughts with the "fight another day" command trait? 

    Thinking that he's less likely get hit with melee attacks round 1, and in general, given the running away option.  So, makes me think bigger threat is magic/mortals (or eventually shooting if the meta swings back).  

    From this thread and podcast discussions, these seem to be the top of the list: 

    - 1 to hit (Clammy Cowl / Gryphfeather Charm)

    No save mod (Ethereal Amulet)

    4+ / 5+ save vs. mortal wounds (Agrax Scales / Loonstone Talisman)

    Ignore D3 mortal wounds (Lens of Refraction - seems too situational and gameable by big magic list opponents - once per round, first time friendly in 6" suffers, roll D3)

    Thoughts?

  4. 1 hour ago, Hannibal said:

    Personally I refuse to play wizards. In my opinion 1 wizard is a gamble, even 2 might be. The reason is: against magic heavy foes your wizards will do nothing, no casting, no dispelling. Due to the fact, that magic heavy armies offer multiple ways to increase chance of casting and / or dispelling. 

     

    Against low magic users, magic is nothing but a thorn in the side. I do not know any potentially game changing spell on a 90 pts wizard, meaning I see no reason to bring a "dispel wizard" on my own. In addition, the really powerfull spells often have casting values above 7+ making it a real gamble to successfully cast such a spell. 

    That being said, I think that Hand of Gork is one of the best spells in the game. Cast on a unit of 20 Grots with some hidden Fanatics is able to cause major mayhem in the enemies backfield.

     

     

    I’ve had similar thoughts and experiences.  I’ve only played a couple games with the new gloomspite, but even my 6 wizard LoN castinngs can be disappointing betweeen say 50% on average to cast and enemy unbinds, I’m  getting two spells successful and an unbind or two every round.  

    But the Hand of Gork is enough to make your opponents have to think about it and be prepared.   So maybe Fungoid for the shot at command points (even though I haven’t had a successful roll in two games!), or Zarbag for the +2 to cast (and his Gitz instead of a unit of herders or hoppers).   I think if going spiderang with cauldron magic might be a better bet.

  5. 43 minutes ago, a74xhx said:

    Were you not able to ignore that low bravery using CPs ?

    I wanted to test the herds 4+ mortal wound on fleeing function (and my fungoid shaman missed his CP rolls).  The fanatics in a grot unit seem to have more devastating damage output and the grots can come back for later game reinforcement via the loonshrine.  I’m sure they are fairly balanced from a mathhamer perspective (2x saves vs. 2x wounds, fanatic wod blowing vs. herd trickling damage) but the fanatics’ psychological and tactical threat might tip the balance for me.  

    I just wonder if the herds are now best in the smaller units for cheap battleline and backfield objective / board controllers or screens for manglers, colossal, squig bosses, rather than giant units of suicidal maniacs.  

    Granted, only one game data point, so I should try them again to make a more informed decision.  Just an initial impression.

    • Like 1
  6. Played a 2k game against Nurgle Demons Saturday with a mixed grot and squig army.  Couple take aways- big unit of squig herds at 280 points does not seem as good and 20 stabbas with fanatics at 270 points.   The herds’ low bravery of 3 and the MWs caused on 4+ when they flee doesn’t seem as good as it used to be.  Also, really more opprotunities a way get stabbas back.

  7. 33 minutes ago, Ironbreaker said:

    I doubt the throngs would so easily abandon their Karaks, especially after retaking them from Chaos.

    Right, not abandon but some would be forced out.  Maybe cogforts are to reclaim the lost karaks and free cities, maybe the underground pathways are blocked by the gloomspite and skaven.  I’m not a lore expert by any means, really just glean bits here and there.

  8. 11 hours ago, xking said:

    What about Cogforts?

    The lore on motivations for forces of destruction (page 10)  states they are “driven to seek out and destroy bastions of civilization.  Isolated hamlets and roaming cogforts...”

    Nothing we haven’t heard before, just another nod.

    I think the best hope for Dispossessed given a recent trend we’re seeing in army-specific scenery prieces (BoC temple, Loon shrine) or large centerpiece models more generally would be centered around a cogfort model that could move slowly during the the game and provide range buffs and debuffs.  

    Not saying anything new here, just another ray of hope.

    Would also resonate with trend in references to Chamon realm of metal.

    Also, gloomspite lore is all about conquering the dank and dark places of the realms, underground and otherwise. New troggoth models have Duardin elements in them (broken statues, etc.).  So, maybe Dispossessed will be forced from their underground strongholds yet again to roam the realms in cogforts.

  9. On 1/18/2019 at 2:48 PM, Ironbreaker said:

    I looked through the new Gloomspite Gits battletome and the only mention that points towards Dispossessed is the mention of Grots taking over Duardin Karaks in the list of places Grots are likely to use to create their lairs. It also mentions Fyreslayer Magmaholds in the list so they must be considered separate things in the universe. 

    I’m reading the gloomspite tome closely but slowly. Just read reference to cogforts!  

    • Like 1
  10. 54 minutes ago, raketjan said:

    Planning  on using the tiny grot boss with ”giant” cave squig from battle for skull pass. Would look hilarious with him on a really big base filled with mushrooms...

    I'm planning to use the tiny grot boss on my old mangler squig for the Loonboss option.  Boss holding onto to tiny squiq holding onto mangler.

  11. On 1/11/2019 at 2:19 PM, Knight Scáthach of Fimm said:

    Might as well go 3 20s to actually activate the Loonshrine. Have you ever had to kill 60 goblins? It is not easy.

    Yep, currently my big unit is 40 and two units of 20.  I think for a troggoth focused but not sole list, one or two units of twenty grots just to provide some model counts and swarminess and netters might be the way to go. 

  12. 1 hour ago, Thostos said:

    Yeah,,how they are deployed  is a bit ambiquous,,it certainly happens pre deployement but not sure how TO`s will call it..as to require them be assigned to a certain unit as part of the army list when the list is created or just prior to deployment.I mention this because at many events,players are required to have their army lists documented ,and copies available for their opponents prior to the start of the match,,,having the units with the fanatics designated to them would be lame and ruin the surprise element.

    Great point!  Sounds like a FAQ worthy issue.

    • Like 1
  13. 47 minutes ago, ajax_xaja said:

    Also, any "must buys" from the new releases? 

    I think I'm only leaning towards getting the Loonshrine and Skragrott for now, and working with my old moonclan models, but I'd hate to miss out on anything that's "too good".

    I'm in the same boat with tons of old moonclan, squigs, trolls, gargants and spiders to try out the new rules with before committing to buying new units. 

    I'm pretty sure the new bounders are a better buy than the old hoppers for their relative points differences  - 100 vs. 90 pts for a 4+ vs. 6+ save, +1 bravery, and +1 and much better attacks, for a movement tradeoff of 2d6" vs. 3d6".   Seems fairly obvious to me that the message is, "You can use your old hoppers but the new ones are what you should be using and buying."  If the points spread was more like 100 vs. 70 I think there would be a more difficult decision (i.e., 15 hoppers vs. 10 bounderz for your 200 points)

    Loonsrhine and endless spells were my must buys so far.

    Sneaky Snufflers seem like they could be a near auto-buy among the new stuff given their +1 attack buff that affects all moonclan (grots and squigs), at 70 points.  Then might consider a sporesplatta screen, and especially if going with two units of sneaky snufflers.

  14. 21 minutes ago, Thostos said:

     The "Tax" is a bit steep in points,,but its  easy to underestimate the potential of fanatics.Having used them with their previous rules I was never let down by them.Though now they did loose their counter charge ability(when coming out on defence)though they still have a ton of utility and power,expecially now with the new command point system coupled with an army that has a fair chance of being flush with CPs to use,,as in rerolling a 6" charge.Other things to consider is that now they auto fight first,so double turn situations can be devistating.Also the deployment flexibility of designating them to your units when you set up the units.

     Sporesplattas may or may not be a thing,,have to see how they work out.At first glance they appear to be a prime early target for the opponents shooting and may need a shamans spell to protect them with that -1 TH..

     

    Really excited to try to the new fanatic rules, especially always attacking first, which IMO is well worth the loss of the counter-charge!  Problem I had with the old version is that they were great at disrupting a change but rarely got attacks off. 

    I'm not sure this is accurate, "deployment flexibility of designating them to your units when you set up the units."   I just read the rules and they say, "When you select this unit to be a part of your army, you must pick 1 friendly unit..."  Sounds like a pre-deployment choice to me.  

    Not sure about the Sporesplattas in the current low shooting meta, but I could see they'd be great to screen heros from spells at least.

    • Like 1
  15. 4 hours ago, novakai said:

    Some clarification on the Rockgut Warscroll

    I read the boulder throw again and it has the same wording as the Evocator lightning ability. So does it mean you roll a dice for the Rockgut unit and if it less then the amount of Rockgut models in the unit, you do D3 MW to the unit you target?

    So if you have 6 rockguts in a unit you auto D3 MW any unit 12'' away?

    Oh, bummer.  I read it to mean target unit (throwing boulder more likely to damage unit), but I fear you are correct on re-reading it. 

  16. I often envision troggoth armies with goblin hangers on, and have played hag, troggoth units, 60 gitmob grot shootas and a gitmob shaman, maybe snotlings.  Could still do that with allies but the moonclan grots with netters are hard to pass up plus the loonshrine and other tome synergies.  I have this in hand: 

    Hag 380

    Fellwater x 6 (in one or two units) - 320

    Rockgut, 2 x 3 - 320

    Bonegrinder - 360

    And will get: 

    Trogboss 300

    Mollog 170

    Total=1850,

    Not enough left for the troggherd battalion but could sneak in a shaman and endless spell(s).  That said, I'd feel so exposed (and hungry) without some lil grot buddies around, I'll likely end up dropping Bonegrinder or Mollog to take a shootas or stabbas - feeling two units to go with each pair of frontline fellwaters and secondline boulder throwing rockguts, so probably drop Boneginder.  

  17. 4 hours ago, Lucio said:

    Waiting for the book to confirm, but my gut instinct says large units are a waste if your oppoenent has any shooting unless you can shore up that bravery, and spending a CP a turn for that reason is a tough call to make.

     

    My gut instinct is to field lots of 5 squig, 1 herder units, more likely to simply get wiped out rather than flee

     

    Otherwise your Squigs will eat your army as they flee.

    I think the way they played previously, you want a biggish unit (15+, now 18+) to run at front of army along with manglers and colossal to present multiple high priority threats to shoot at and herds to screen the big guys if they don’t/can’t get into combat.  Then you want the herds stuck in and failing leadership checks to cause the mortal wounds.

    Now, we have more options and the hoppers might be much better in the role of leading and screening a sort of multi squig alpha strike.  

    If running a pure squig list, then yes, lots of small herd units for the battleline and backfield objective holders is a good role for the herds.  That said, not having at least one stabba/shoota unit for the Loonshrine might be too good to pass up for backfield objective holders.

    We still need to see tome to see all the other spells and abilities impact this.

    Also, since shooting is on a downturn in the meta, we have less concerns.

    I see so much shooting screens in this tome, I wonder if either the rules being written some time back are just behind the meta, or if we will see some changes to shooting in the near future, like fixing artillery rules and wave 2 of the AoS 1.0 armies that have more shooting units?

  18. 5 minutes ago, Imperial said:

    Sorry i counted Fellwater twice... Where you found forgeworld scrolls? 

    Forgeworld NZ website:  https://www.forgeworld.co.uk/en-NZ/Warhammer-Age-of-Sigmar?N=2712500449+3576777741&amp;Nr=AND(sku.siteId%3ANZ_fw%2Cproduct.locale%3Aen_NZ_fw)&amp;Nrs=collection()%2Frecord[product.startDate+<%3D+1546683120000+and+product.endDate+>%3D+1546683120000]

    Hag and Bonegrinder are under Destruction or Monsters.

    Finally, it's interesting to note that the "Grot Warboss" is still on NZ webstore under Gloomspite but has the old GA Destruction warscroll that has the old version of stab 'em good ability (not "wholly within" and double damage).  

  19. 21 minutes ago, Imperial said:

    oh! 33! 

    fix. 2 separeted warscroll... 

    I can't find the 5th troggoth!!!  Mollog, Dank Boss, Fellwater, Rockgut.    Am I missing a big dankhold troggoth but not a hero?  I thought maybe I saw it somewhere but it's not in the community teasers... 

    Forgeworld scrolls updated with Gloomspite keyword, including the Hag and the Bonegrinder!!!

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