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Ushmagul

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Posts posted by Ushmagul

  1. hey mates! 

    I'll play with the squigs this sunday and this is the list i was thinking about (2k points )

    -mangler boss

    -fungod shaman

    -boss on cave squig

     

    5 herds 

    5 herds 

    10 hoppers

    10 boingrot

    10 boingrot 

     

    1 mangler

    1 colossal squig 

     

    i think this is around 1760 

    what do you would play to fill the list? batallion ? more herds ? 

    thanks a lot ! 

     

    • Like 1
  2. 19 minutes ago, Ekrund Oath Splitters said:

    In my Squig list mine is 2 Fungoids. I should be having another series of matches this Saturday at the local club so ill let you know how my list plays, but literally everyone has jumped on the Gloomspite Bandwagon around here! I was the only Destruction player for miles, now everyone and there dog is playing them, and everyone is going Squig mad too!!! Lmao 🤣😅

    Was literally arm wrestling a guy for the only Mangler box in the Gamesworkshop at 10am on the Saturday... 

    hahahaha good luck! , yeah let me know about the game, it is a pleasure talk in this topic! 

    I've 2k point of ironjwz but this squigs really take my heart ! 

    • Like 1
  3. 2 minutes ago, Ekrund Oath Splitters said:

    Ok i personally go for the Thermalrider Cloak, this may be odd to a lot of people but i view speed as its own form of defence. The extra 4" means he can deploy further back, out maneuver combat threats, fly over greater distances and reach the fight when i want to. With a run and a +3" extra move from the Boss on Giant Cave Squig hes averaging 17" of movement.

    As for casters, if you arent taking Skraggrot i would go Fungoid over Madcap. More Durable, doesnt suffer MWs when he rolls a double to cast with his mushroom, has a chance of getting CPs, better in melee (when it comes to it). If your planning on taking a relic then yeah take the Madcap Shaman otherwise i think the extra 10pts is by far more worth it on a Fungoid.

    Now Stabbas, i may not be the best one for that question, i havent had a time that i would have need them instead of my Squig Herd as of yet, but like you i always want to use the other half of the Loonshrines abilities. But saying that the Shrine is free, so its more of a bonus than a need. If you want to try out some Stabbas go ahead! It willbe nice to hear how they work in a Squig focused list.

    thanks again Ekrund, I'll keep in mind all of that, but you wrote before that for the squig list would be nice  two casters, no? I understand that one  is the fungoid and the other a madcap? for the itchy nuissance + squig lure, I'm with you that the fungoid is better than the madcap 

    • Like 1
  4. 5 minutes ago, Ekrund Oath Splitters said:

    In all seriousness i would swap out the 2 units of 5 Hoppers for Squig Herd if your intentions are to hold objectives with them, saves your 20pts per squad. Next i would try get yourself 2 spell casters not just 1. This is for 2 unbinds and also because of 2 spells that are crucial to a Squig army..... Itchy Nuisance and Squig Lure. The first spell is the beginning of beating your low Bravery. You dog pile all your Squigs into 1 melee at a time and fight until there is nothing left, this pairs nicely with a Fight another Day Mangler Boss as now you have 2 combats that you arent being swung at in your turns. Next Squig Lure. This spell makes us Squig players less reliant on the Bad Moon, where as the our other sub factions need it a lot more. Mobility is key to Squig armies, its our one huge strength.

     As for your fear of our lack of armour, thats a Gloomspite thing in general, none of units have a good save, we just have good damage output, once again Itchy Nuisance is your armour save, you arent being swung at if they enemy cant swing back after youve ganged up on him with 2 or more units destroying him. For your heavy hitter and tank you will want a Colossal Squig, Troll Hag or Rogue Idol. If you have the points for them take them, they are all durable and hit hard.

    thanks a lot for the tips !  and you recommend an madcap shaman ? or should I take Skragrott.

    should be necessary get at least one grot unit of stabbas? for the moon terrain effect, I think that is a waste not to use it.

    I think that i can try to get an colossal squig ! 

    I saw the fight another day is really great on mangler boss, what artifacts do you reccomend ? 

  5. Hello guys ! 

    I was thinking about an squig themed army, I think about that

     

    Loonboss on cave squig (110)

    Loonboss on mangler squig (300)

    Fungoid shaman (90)

     

    5 squig hoppers (90)

    5 squig hoppers (90)

    20 squig hoppers (360)

    10 boingrot bounderz (200)

    10 boingrot bounderz (200)

    Mangler squig (240)

    stampede batallion (140) ( with the mangler, the 20 hoppers and the 2x10bounderz )

    total: 1820

    what do you think about it? do you reccomend squig herds? or maybe 3 fellwater troggoths to have smthing tankier? 

    thanks a lot! 

  6. 5 minutes ago, Gumbalina said:

    I'm not sure on spells and artefacts just yet. This was more an idea of what I want to use rather than making the best army.   I like the mangler but at the same time it's alot easier to kill that the hoppers due to less wounds and the mangler can degrade.  

    Since i see the gloomspites working well as a mixed force rather than pure theme id rather have the bodies on the board than an expensive monster.

     

    The mangler degrade stats but when he is low, he return to his starter stats, IMO is a great model, nd with the "Fight another day" trait you attack and then fall back, I find that very funny and effective! 

  7. 1 minute ago, Ekrund Oath Splitters said:

    Whats the list youve go so far, lets see if we can help?

    i've that question too, i think that in an entirely squig army, skragrott is a little bit wasted...

    I was thinking about fungoid shaman (for the cp) or the madcap with the "Moonface Mommet", because that -1 is really cool 

    
     
    • Like 1
  8. 2 minutes ago, Ekrund Oath Splitters said:

    Yeah after you fight with that models melee attack you immediately move 2d6 in any direction. So he cant be fought if you get over 3". The other unit you use itchy nuisance on and they fight last meaning you can gang up on a unit with all your squigs.

    lol what a real nice combo! "itchy nuisance" is a Spell ? and otrher question, The hoppers are battleline if there is a MOUNTED loonbos? or i need to rule as my general a Loonbos on cave squig to make the squig list? thanks a lot! 

     

  9. 17 minutes ago, Ekrund Oath Splitters said:

    I think he is relatively cheap for what hes worth. Im speaking more in terms of a full squig build so no stabbas, no fanatics, just all breeds of squigs. He may be "squishy" but he isnt the ony threat on the board. Bounders, hoppers, colossal squig are all on the board too that are all equally as strong in there own different ways. And whilst yeah he has a random movement, with the loonboss on cave squig and either the bad moon or squig lure effectiving him, hes going 3d6+3" and then either a d6 run or a flat 6, he then charges 2d6. So even on a bad roll he is going 12" and an average roll of 20" (both using a 6" run) and then a normal 2d6 charge. 

    I just rolled 5 sets of 4d6 and ive gotten: 11, 13, 22, 12 and 18, then add 3" to all them numbers and you can see that he isnt slow by any means. To add to this the average made from those rolls were 15.2 which isnt that crazy above average! Lets roll another 5.... 12, 13, 13, 21 and 17. I also wouldnt rely too much on armour values in this game in a competitive mindest, the things out there will kill most things in 1 round of combat! I posted the damage that top tier units do to Rockguts in the Troggoth thread and even there "resilience" doesnt save them.

    That is why im going for Fight another Day, to stop me even getting hit in combat. Shooting is starting to die out in AoS2 and around my area its mainly close combat and magic  with the only real shooting army being FEC and they dont let you have your armour saves anyway. That will be the general theme of my list, manipulating combat so that my squigs always get to go first, dog pile units, cheeky prison shanks in the back, leaving no retaliation.

    I think that is how squigs will have to be played, moonclan can take the punches but pure squigs cant. Mobility, impact hits, mass rend 1 attacks and uneven combats are the ideal play styles of squigs.

    Hello !  ussign "Fight another day" the opponent can't hit you? so you charge, hit and run? that sounds really really good !! 

  10. 3 hours ago, Malakree said:

    Yeah there are a lot of different options you can run for this kind of list.

    There are actually only 3 units in the Stampede battalion, which is there to try and get your unit of 20 hoppers across the board and pinning your opponent. It also gives you an extra artefact for the battleplans where it matters.

    I think you want at least 1 of both types of Loonboss as they bring different kinds of utility to the army. Having a Squig mounted general makes the Hoppers battleline and they are far better than the squig herds for only 20 points more.

    • You lose 2 wounds but gain a bravery.
    • Squig herds have a chance to Mortal YOU if they flee in your lines
    • Hoppers are way quicker
    • Hoppers do MW when they pass over units during a move.

    So you'd rather have Hoppers than Herds if you have the points spare, they act as the first wave in front of your bounders/mangler letting you setup the devastating charges. They also operate as a screen for those more important units.

    • I'm not sure I'd take a second ManglerBoss over just a regular Mangler Squig, it's 60 points for the CA and ****** mooncutta attacks.
    • Wizards are definitely a great addition, squig lure is fantastic!
    • The Colossal Squig is amazing. Especially hilarious with a Loonboss on Giant Squig with the Squig Lure spell. 5d6+3" movement is ridiculous and gives a slightly below average move of 18"

    The reason for the Arachnarok+Cauldron is because it's 2 spells a turn on a monster who can keep up with your army, is a wizard and the cauldron gives it access to all the Moonclan Lore spells, including Squig Lure!

    You've convinced me! Hoppers FTW ! 

    I'll keep in mind about the colossal siquig but i like it  a lot too, and sorry I wanted to refer about picking another mangler, the regular one, not another hero, and i think about just playing one loonbos on cave squig and adding the fungoid shaman for givin extra magic.

    Now what about artifacts and traits? I find very funny ,"Fight Another Day" ( Each time this general attacks with its melee weapons, it can make a 2D6" move after all of its attacks have been resolved. If it does so, it must finish the move more than 3" from ennemy units.) combined with the loonboss on mangler, but ... I'll lose the hoppers battleline :(

  11. 40 minutes ago, Malakree said:

    Squig Rider Stampede is pretty key IMO, combined with a few big units of Hoppers and it lets you control the board quickly. ****** the Squig Herds and get more Hoppers to fill out your battleline slots.

    I'd go for a unit of 20 Squig Hoppers and 2 units of 10, that's 860 points with the stampede. Add in a Loonboss on Cave Squig and for 970 points you have a solid core which fills out your battleline spots and lets you zip around the board!

    From there you have 1030 points spare grab your Loonboss on Mangler for 300 leaving you 730. 

    You have a couple of choices now, you could roll into a Squigalanche by adding an extra Mangler Squig, ham it up with 30 Boingrot Bounders! and a Fungoid Cave Shaman or if you want a really dirty combo how about a Webspinner Shaman on Arachnarok Spider and the Scrapskuttle's Arachnocauldron to get some good old fashion magical lulz.

    I know I said 10x10 Squig Hoppers but honestly the math on this list is just so fricking good. Plus all your Hoppers/Boingrots are in the Stampede for extra awesomes!

    EDIT: Oh the hopper list without big spider.

      Hide contents

    Heroes - 520
    Loonboss on Mangler Squig - (300)
    Loonboss on Giant Squig - (110)
    Loonboss on Giant Squig - (110)

    Battleline - 540
    20 x Squig Hoppers - (360)
    5 x Squig Hoppers - (90)
    5 x Squig Hoppers - (90)

    Units - 800
    10 x Boingrot Bounderz - (200)
    10 x Boingrot Bounderz - (200)
    10 x Boingrot Bounderz - (200)
    10 x Boingrot Bounderz - (200)

    Battalion/Endless Spells - 140
    Squig Rider Stampede
     - (140)

    Total - 2000/2000
    Command Points - 1
    Drops - 7

    Boing!

    I really like the second one list, I understand that you remove the herds because they are not in the batallion, correct? , would you include a fungoid shaman to try to get more cp or to be able to cast some magic, It helps the squigs ? and another mangler ? or the colossal squig? what do you think? the double loonbos is ok ? 

  12. Hello all! what do you think about the squig hoppers vs boingrot bounderz? I really like the bounderz one, very powerfull, i was thinking about build one squig army, with:

    loonboss on mangler

    5 hoppers

    5 hoppers

    10 boingrot

    10 boingrot

    18 herds

    as a start (1090 points).

     should I include skragrot ? how could I complete or improve this list ? 

    thanks ! 

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