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Malakithe

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Posts posted by Malakithe

  1. Sorry for the list spam lol just too many thoughts and idea in this shroom addled head...took out the Webspinner and Mangler. I like the idea of the Rockguts as they are tanky and have good consistent damage. I was thinking of a unit of 6 but battleshock might ****** them over plus with multiple units you have more opportunities for the ranged MW ability. The Sneaky Snufflers will turn Herds into blenders. Im at work so I dont remember if they can affect Rockguts or not. If they can then thats even more damage potential. The Hoppers will soften up whoever the Bounderz smash into and SpiderSham will still be casting Itchy Nuisance on whatever the Bounderz are attacking. 3x12 Herds give good board coverage and board control.

    Now some might think the Troggs are slow and yes they are buuuut at the same time everything in the range is slow except for Squig riders and Spiders. Everything else has to walk anyway. Unless Hand of Gork'd.


    Loonboss on Giant Cave Squig (110)
    - General
    - Trait: Dead Shouty 
    - Artefact: The Clammy cowl 
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Gift of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: The Hand of Gork
    10 x Squig Hoppers (180)
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    15 x Boingrot Bounderz (300)
    3 x Rockgut Troggoths (160)
    3 x Rockgut Troggoths (160)
    5 x Sneaky Snufflers (70)
    Squig Rider Stampede (140)
    Scrapskuttle's Arachnacauldron (50)
    Scuttletide (30)
    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 180

    • Like 1
  2. Im trying to dial this in but after rereading a lot of pages i think im getting closer. Im liking the idea of going magic heavy for a bit more tactical flexibility. I like the idea of Hoppers softening up a good target for the Bounderz to smash into. Lots of magic support here. I was considering dropping the Mangler and picking up the Balewind for the Webspinner to use and maybe either the DoomShroom or SpiderTide as well. Both of them are amazing for MW output and huge area denial allowing you to manipulate the battlefield. The Webspinner on a Balewind could really hamstring enemy units from afar which would extent the lifespan of my guys while SpiderSham + WalkingBowl could cast Itchy Nuisance. Buuuut on the other hand keeping this list will have real threat and stopping power without really needing all the fancy magics

    Also to consider maybe dropping a unit of Bounderz and upping the other one to 15.

    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    - Trait: Dead Shouty 
    - Artefact: The Clammy cowl 
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Gift of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: The Hand of Gork
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Sneaky Distraction
    10 x Squig Hoppers (180)
    18 x Squig Herd (210)
    18 x Squig Herd (210)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    Mangler Squigs (240)
    Squig Rider Stampede (140)
    Scrapskuttle's Arachnacauldron (50)
    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 172

    • Like 1
  3. 40 minutes ago, Ekrund Oath Splitters said:

    The one i tried out wednesday just gone was this, I have some tweaks to do to it:

    Loonboss on Mangler Squig with Fight another Day and Thermalrider Cloak

    Loonboss on Giant Cave Squig 

    Fungoid Cave Shaman with Itchy Nuisance

    Fungoid Cave Shaman with Squig Lure

    10 Squig Hoppers

    10 Squig Hoppers

    24 Squig Herd

    15 Boingrots Bounders

    Colossal Squig

    Squig Rider Stampede

    Scuttletide

    I do feel like i need some Moonclan Grots in the list just to add numbers and actually make use of the Shrine, but so far ive been satisfied with the mobility and punch that the squigs bring. 

    Ive found that the one two punch of the Hoppers + Bounders has been invaluable. Paired with the Manglerboss, i have controlled combats that i need to and ive been able to pick and choose my fights on my terms. Whilst random movement is well.. random, dont let it fool you, squigs are still quick. The furthest my Boss has ever gone is 24" before charging (rolled a 6, 5, 3 and 3 + then 7 from the Cloak and CA).

    You prefer one max uni of 15 over more then one smaller unit of Bounderz?

  4. 7 minutes ago, Ekrund Oath Splitters said:

    I still dont find him as impossible to nuke as you make out, he is still going to die to the big bad close combat units out there that suddenly avoid his Look out sir benefits as it is the combat phase... If we go off a perfect scenario with the Badmoon affecting the whole board the Webspinner will have a -2 to hit in combat, is 2" quicker which does matter for helping to avoid/escape risky combats, can get a -3 to hit at 12" range vs shooting and heals d6 wounds on a 8 (with +2 to cast) and he will also have a +2 to unbind with the enemy wizard getting a -1 to cast so can nullify spells.

    Now the same for the Troggboss, he takes the gryph feather charm, loonskin, is benefitting from look out sir and has a cheeky night shroud thrown on him like the Shaman above. Thats a -3 to hit with shooting and a -1 to hit in combat. If he charges you are only getting the 4+ save of which wont save him much from rend 1 and 2 attacks, and he only gets to heal if he is alive of which 12 wounds isnt hard to get through. Ive kill Treelords and Treelord ancients with ground breaking stomp in a single round of combat with Brutes and Witches of which Treelords are vastly tougher with the native 3+ save and same amount of wounds. If he does regen wounds he has a 50/50 chance of actually getting it off, if you reroll it you arent doubling the amount healed, the shaman just needs to roll a 8 with his modifiers to regain d6 back, he needs a 4+ to regain 2, 4 or 6 so 2/3rds the time he is getting equal to or less than the Shaman... 

    Now lets talk about cover, whilst yes thats a good point, it will be very hard for him to get the benefits of cover as the game goes on. As you slowly waddle 6" (and maybe a run) up a turn to cover to cover you are limiting his mobility if you have to zigzag to different terrain pieces. You'll most likely get it turn 1 but not all armies shoot and not all armies will target him. If it were me ill be aiming at your other units on the board that pose a bigger threat. As i stated before if you charge with him you will loose the benefit of it and if you incorrectly position him a faster army with take that advantage whilst his pants are down. His innate spell defense is cute , but once again would you as an opponent target him with spells when you can simply affect other parts of your army which do what he does better?

    Overall i personally think he is the weakest Hero out of the Mangler Boss, Webspinner Arok and himself. Hes the slowest, his buffs arent massive... adding 1 bravery to a bunch of goblins of all types wont help them not run away and rerolling 1s to hit for trolls is ok. The Mangler beats him in speed, damage and combat manipulation, the Arok buffs the army massively with spells and unbinds whilst also being good in combat and hard to hit.

    If your taking a full Troll army sure take him, if your not, dont bother. As you mentioned the extra command points will be amazing for this army, we can use inspiring prescience when its needed, use the Loonshrine to override it, use a Boogleye to negate it. I just really cant see a use for him that isnt already covered somewhere else in the army... I wasnt impressed with him when we first saw his rules and i still hold that opinion now after watching people use him in my LGS today. Infact i fought against him today myself with my Squig List vs his Troll list and my Mangler Boss did a massive 17 damage to him, it was safe to say he was very dead inside the Squigs stomachs. 🤣😅😂 

    What was your squig list?

  5. 22 minutes ago, Nos said:

    Oof so it is. No way that’s not getting a nerf.

    Seeing as ones always fail in those instances presumably it means re-rolling One’s abilities are moot? Is that how it’s being interpreted?

    How would it get nerfed though? Its a simple item. Not worded strangely or confusing. Unless they limited it to a range or something. And the warscroll hasnt changed at all. It has always been one of the best casters in all of Destruction 

  6. Made another list lol I cant help myself


    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Gift of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: Itchy Nuisance
    Loonboss on Giant Cave Squig (110)
    - General
    - Trait: Dead Shouty 
    - Artefact: The Clammy cowl 
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Sneaky Distraction
    18 x Squig Herd (210)
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    6 x Rockgut Troggoths (320)
    Squig Rider Stampede (140)
    Scrapskuttle's Arachnacauldron (50)
    Scuttletide (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 176
     

  7. 2 hours ago, Mayple said:

    Allegiance: Gloomspite Gitz
    Mortal Realm: Aqshy
    Loonboss on Giant Cave Squig (110)
    - General
    - Moonclan Stabba
    - Trait: Tough 'n' Leathery 
    Webspinner Shaman on Arachnarok Spider (300)
    - Lore of the Spiderfangs: Curse of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: Squig Lure
    Dankhold Troggboss (300)
    - Artefact: Thermalrider Cloak 
    18 x Squig Herd (210)
    12 x Squig Herd (140)
    6 x Squig Herd (70)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    Squig Rider Stampede (140)
    Scrapskuttle's Arachnacauldron (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 168

    ;) I suppose this is your "If I bring a Troggboss" alternative then.  Thermalrider cloak to have him follow the rest of your army, but whatever you prefer works. Very flexible leader, that one.

    Ooh I like it! Hmm...I like this one and my second list.  Alright Mr @Mayple which of the two do you think would be more effective overall? 

  8. Another trial list I just came up with while im bored at work...the grind is real. 200 wounds and 30 points left for another endless spell and extra item to toss on the Loonboss probably.

    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    - Trait: Dead Shouty 
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Gift of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    20 x Stabbas (130)

    Units
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)

    Battalions
    Squig Rider Stampede (140)

    Endless Spells
    Scrapskuttle's Arachnacauldron (50)

    Total: 1970 / 2000
    Extra Command Points: 1
    Wounds: 200

    • Like 1
  9. 17 minutes ago, Mayple said:

    @Malakithe I kind of liked your first list better, especially since you could remove 10 hoppers, and swap 6 squig herds over from the other unit to have your battleline covered in exchange for 10 more bounders. 

    As for this one, I think 5 less hoppers for any type of shaman will support you quite well. Hand of Gork might be an idea on that one for tactical flexibility. 

    Artifact might as well go on your general here. Clammy cowl is a safe pick :)

    I liked the first one better too just cuz of the big Troggboss. So how would you rearrange my first list? 

  10. Okay list revision 2. Same tactics really but with the added Rockguts as a distraction carnifex to support the Herds. Also added the anti-horde Shroom and another Madcap. Overall more wounds, more spellpower, more ranged threat. Plenty of targets and no 'all eggs in one basket' approach. I play 40k Guard so my list building tends to involve multiple redundancies and threat saturation.  I have one more artefact that can be tossed on someone but I dont know who or what. 


    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    - Trait: Dead Shouty 
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    Madcap Shaman (80)
    - Lore of the Moonclans: Itchy Nuisance
    Madcap Shaman (80)
    - Lore of the Moonclans: Squig Lure

    Battleline
    18 x Squig Herd (210)
    18 x Squig Herd (210)
    10 x Squig Hoppers (180)

    Units
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    3 x Rockgut Troggoths (160)

    Battalions
    Squig Rider Stampede (140)

    Endless Spells
    Scrapskuttle's Arachnacauldron (50)
    Mork's Mighty Mushroom (80)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 172

    • Like 1
  11. 4 hours ago, Ekrund Oath Splitters said:

    The Troggboss isnt the tankiest in the range, i would say the Webspinner Shaman on Arok is the toughest. With a 4+ save and only 12 wounds he has the same durability as a Loonboss on Mangler, if someone can deal with those 12 wounds in one round of combat he is dead, also his mobility is also a factor of his survivability, as he moves quite slow he cant avoid harm or pressure units and destroy units first that would otherwise cause him harm. If and when he gets to regen maybe too late. Too make him the tankiest you will need to take the trait that adds +2 wounds to his profile or where he is always classed as being under the moon and then take the artefact that gives him a 4+ after save. Whilst his 4+ to ignore spell affects is cute and may save him he is still vulnerable to melee.

    With the headress of many eyes and sneaky distractions, the Webspinner Shaman on Arok is by far the most durable and can heal D6 aswell + dispel spells. It may be better to take a group of rockguts over him (more wounds more durable more more punch) and use the spare points to fill out your battleline more and get a couple more utility heroes.

    Ahh fair points. Ill be looking at the list again

  12. Okay I revised my list. Im still iffy on the Madcap. Its just so squishy. But if he does survive he can cast one or two of those great spells he has. The SpiderSham will have the Cauldron to back up the Loonboss and Bounderz as the mobile heavy hitters. I like seeing the Derpface Boss in the list as I think he is underrated. He can potentially destroy entire units and slay any non-mounted hero. He is also the tankiest hero/unit in the range. 

    Its not as heavy on bodies as other lists but it brings confusion and target saturation. Ignore the Herds and they will rip you apart due to Itchy Nuisance being cast and right behind them is the Troggboss. The Bounderz will likely be in your face t1 at the earliest with the Loonboss CA plus Squig Lure so they will need attention drawn to deal with them, which will leave my other units free to do stuff. The Troggboss needs some dedicated firepower to take down which if he draws fire then he is doing his job. And lastly those that try to shoot the spider will have -1 to hit and then he will heal himself with the spider spell.

    Edit: not sure what trait to give the General or what 2nd item to give to whoever.

    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    Webspinner Shaman on Arachnarok Spider (300)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Curse of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: Itchy Nuisance
    Dankhold Troggboss (300)

    Battleline
    18 x Squig Herd (210)
    18 x Squig Herd (210)
    10 x Squig Hoppers (180)

    Units
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)

    Battalions
    Squig Rider Stampede (140)

    Endless Spells
    Scrapskuttle's Arachnacauldron (50)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 168

  13. 22 minutes ago, KalmDown said:

    Sounds fun, but you are over points or illegal. I think you meant to make your battalion a Squig Rider Stampede instead of a Squigalanche (the latter requiring at least one of the former). The stampede is 50 points more expensive, so some edits will need to be made.

    ahh ****** your right lol time to adjust

  14. Im at work and just tossing ideas around. I feel like im lacking something but im used to big scary punchy units as opposed to all the small gits. I just tossed in the Troggoths for lack of anything else and im not sold on the Madcap. With only 4w he will die to anything but lack of any other good squig synergy types heros leaves a gap to fill.  I figured I would keep it near the Herds for protection. The SpiderSham will take the Cauldron of course and follow the Bounderz who will be doing most of the work.


    Leaders
    Loonboss on Giant Cave Squig 
    - General
    Webspinner Shaman on Arachnarok Spider 
    Madcap Shaman 

    Battleline
    18 x Squig Herd 
    18 x Squig Herd 
    10 x Squig Hoppers 

    Units
    15 x Boingrot Bounderz 
    15 x Boingrot Bounderz 
    3 x Rockgut Troggoths 


    Battalions
    Squigalanche 

    Endless Spells
    Scrapskuttle's Arachnacauldron 

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 188

  15. 4 hours ago, Mayple said:

    On the topic of Dankhold: outside of thematic lists, what do people prefer in terms of pure stats? A Troggboss, or a Loonboss on Mangler? Asking because they're the same cost, so kind of competing with each-other.

    Yeah i really like the Dankhold model and he can potentially hit like a truck and out right slay multi-wound models. But they are hard to fit into lists

  16. 22 minutes ago, Amradiel said:

    For the first time ever I have not bought any models at the time of the release for  a new army I want. Just the book and cards. I learned from my mistake when I bought everything from the Idoneth deepkin and Kharadron overlords release and ended up not using half of the stuff....

    I really want a competitive build for this army 😊

    And yet you bought the stuff that will be obsolete within weeks lol i never buy the dumb cards now. Warscrolls change way too often and too fast

  17. Why do armies cost so much points? AoS was originally advertised as a skirmish game, I get that. But why have all these stories and lore about massive army battles? I hate that i cant build a force i want cuz required battleline cost 1/4th of my list. 

    40k just got a 10-40% cost reduction across almost every faction. AoS needs bigger armies...cuz i want more Squigs!

  18. I have a vision for what I want. 

    On one flank we have the Loon on Mangler leading SquigKnights.

    On the other flank we have the DankTroll with a supporting Shaman of some kind plus Grots as screen.

    I feel the DankTroll will murder almost anything it comes in contact with. Hopefully he can be buffed via magic and other stuff.

    The rest will depend on other releases, magic, items, and battalions

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