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Gumbalina

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Everything posted by Gumbalina

  1. I may upgrade one unit of hoppers to knights and drop the spell for a command point then. The hoppers are a valuable alpha strike unit. Though command point heavy I can fairly reliably first turn charge them. 2cp for 9 + 3d6 rerolling the move distance then a charge on top of that is very good not to use.
  2. In that case I'd add the mighty mushroom to that as well. Pretty great to kill off a big unit which could be an issue for this list.
  3. I'm thinking the madcap shaman will be the better default shaman as cheaper, access to artefacts and can still double cast spells. I'm currently working on my list which will be as follows. Loonking 260pts Loonboss on giant squig 110pts Madcap shaman moppit 80pts 60 stabba, 9 nets, poking spears 360pts 6 squig herds 70pts 6 squig herds 70pts 15 squig hoppers 270pts 15 squig hoppers 270pts 15 boinggrot knights 300pts 5 sneaky smugglers 70pts Squig stampede 90pts 1950pts
  4. Then the issue is what to use as the arachnarok ?
  5. This. If you can modify your squig hoppers to have bows, add the boing grot lances and maybe convert up a rabies type effect on the squigs as well as put them on the bigger base the spider fang come on. Then I doubt it will be an issue. I'm not sure what I want to do for my 2000pt army. There is alot to choose from
  6. It is a mangler squig though but you get the loonboss and change if you take the goblinpalooza
  7. Not forgetting the ease of buffing them. A loonboss on giant squig can give them +3 movement and the advance and charge can make them a very fast battle line unit. Move 8 plus a rerollable d6 plus rerollable charge can surprise alot of people.
  8. Interesting. I'm not too fussed on the bravery issue as my goal would be to hand of gork them into my opponents backline or flank where the mortals won't affect me as much. Plus squig hoppers and friends will be a more pressing issue.
  9. 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
  10. Where are you getting the info about rockguts?
  11. I'm looking forward to seeing what type of buffs/formations we shall be getting as I'm expecting it to be similiar to the beasts of chaos style book that had 3 types of army using the same models. Formations and character buffs are going to make a big difference to how I run my little gobbos. Currently have around 160 goblins 6 rivers troggoth and about 10 characters to fit in. I just hope they keep warboss weapon options that aren't available anymore in the warscroll like hand weapon and shield and 2 hand weapons.
  12. Reiknor to me is more of an aggressive leader. He should go for tougher units to use the mortal wound potential to better effect and he has a very subtle but powerful ability that not many have. His deal a mortal wound to a model in 12" means he can kill a dude that is keeping a unit daisy chained and effectively can a good chunk of a unit quite easily. Not too shabby for 180pts
  13. The biggest drawback to the mortis engine is how terrible it is in a death vs death match. With how popular death has become that's quite the hindrance as the bonus to casting and healing effects all death friend or foe.
  14. The morghasts already get the -1 so its -2 to be near them plus banners and so forth. Personally i love the idea but think it wont work well enough. It forces certain units into the army to make use of the rebuff but it doesn't have enough ouch or staying power to make full use of it. However I'd say a unit of crypt flayers could be a good shout in that type of list due to being cheapish and hitting well enough but each guy has a mini terrorghiest scream as well as being fast. Having the black knights supported by them could be vicious against standard bravery units.
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