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RaritanAnon

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  1. Couple questions 1x15 Bounders or 2x10? Do you think a Loonboss on Giant Cave Squig is a necessity to babysit the Bounders for leadership/movement buffs? Will 5 Loonsmashas be enough to hide in a unit of 60, or is 10 the better option? Is running a single unit of Rockguts and a single unit of Fellwaters a good idea, or should you be taking them in blobs of 6? If you can't make a full unit of 24 squigs, are you better off with going with minimum size units? Do you think Mork's Mighty Mushroom is an auto-include? Scuttletide is also very good, and the cauldron on Skragrott isn't a bad take. If your general has to be Skragrott, do you think it's worth it to still take a Manglerboss? Do you think a regular Mangler squig is a decent enough hammer unit on his own? They seem relatively squishy. I've had one die to a unit of 10 Tzaangors with little issue.
  2. I've got a good template of units that have worked for me in past games and I'm slowly piecing together what I like and dislike, but I'd like some other opinions if able. Allegiance: Gloomspite GitzMortal Realm: UlguSkragrott, The Loonking (220)- General- Lore of the Moonclans: The Hand of GorkLoonboss on Mangler Squigs (300)- Artefact: Doppelganger Cloak Loonboss (70)24 x Squig Herd (280)40 x Stabbas (260)- Stabbas & Moon Shields- 6x Barbed Nets- 1x Moonclan Flag Bearers- 1x Badmoon Icon Bearers10 x Boingrot Bounderz (200)10 x Boingrot Bounderz (200)Total: 1530 / 2000Extra Command Points: 9Allies: 0 / 400Wounds: 151 As I'm looking at it now, I see a couple things. > I need another battleline. Choices are Shootas/Stabbas or another unit of Squig Herd. Without Squig Lure/Moon Assistance they might not get into combat quick enough. > Maybe combine the Bounders into 1x15 and take a Loonboss on Squig to guarantee they get a charge and have a babysitter for inspiring? 15 bounders can do more than 10 can, for sure. > Add a unit of 6 Rockguts or 2x3 Fellwater to assist the grots as they push up. > Possibly add Mollog for the additional bravery buff and as a beatstick for enemy heroes. Everywhere I've read says he's a very decent support hero for the cost. > I have both a regular mangler squig and a colossal squig to add in another heavy hitter, but they're very fragile. Unsure on worth. Might be fun to deepstrike them though. > I'd like to include another shaman for an additional spell, or at the least some endless spells like Geminids or Scuttletide to make better use of Skragrott. >Skragrott is good, but I'm not fond of his model. I'm sort of wanting to run 2x Fungoid instead of Skragrott though, to fit in more Troggs or Grots. That gives me access to another spell choice too.
  3. Some good points. I agree, after a bit deliberation, that Skragrott is probably a must-have. And making him general loses me nothing, since I shouldn't be in extended combat with the Manglerboss unless I roll really badly. If so, I have the Doppelganger to fall back on. Secondly, is a third unit stronger than making both bounder units 15 strong? Not sure on that one, to be honest. Thirdly, I like the 24x squig herd, they're punchy, but not super durable. Then again, the alternative is Grots, which aren't really durable either. Plus, unless I add in a Loonboss, Snufflers, and maybe even Loonsmashas, I'm not really maximizing on them. At least that's how I feel. Whereas I don't need to babysit the squigs as I know they're mostly there to tie things up and probably die quickly. If talking hammer and anvil, they're like an anvil made of feathers. Plus, if I'm using them as a Vanguard, I don't have much for objectives. I feel like GG is a horde army and I'm trying to fight against the grain. On squigs, I feel like you either take min size 6man squigs and use them as a speed bump, or you take max size and actually use them for damage. That was my initial idea with the snufflers but they weren't able to really capitalize on anything due to their squig herd being decimated by two terrorgheists. I'm currently trying to see if I can fit 40 Stabbas in a list somehow. This is sort of what I've figured. If I use the grots as screens, I can safely Hand of Gork the squigs into somewhere else, and use their reroll charges to get the 9" charge, hopefully.
  4. Mk I'll run it down. Manglerboss is solid. Everyone knows that. He took down one and a half terrorgheists in a turn because I rolled really well for his chompy bite and one of them had the mommet debuff on him. Fungoid feels relatively useless most games because he has nothing but his 4++ going for him. He's just a solid CP generator. Madcap's mommet is really useful and I just have him hug a squig herd to make their targets easier to kill. Other than that he's kinda Meh. On Scuttletide, I didn't get to really use it because of how fast he approached me. Squig herds confuse me. I generally deploy them in advance of my bounders to screen for them and they usually always do their job, just about, especially with the manglerboss' buff. But at the same time, because of how the combat phase happened, they swarmed the enemy and didn't leave room for the Bounders to get in. 48 wounds for 280pts is pretty decent. I generally dislike using the mortal wound flee unless I'm fighting a character or something beefy. Also, I can't decide if I want max squads, or min squads for battleline tax. Bounders excel in all forms, but really suck when they get charged. And that's what's kept happening. Beyond that, very solid. And I appreciate the stampede rolls, too. Hoppers have never done anything for me in any game and I really just dislike them, which is a shame because I love the models. Regular manglers, for some reason, seem to be a bit of a bigger target than the boss, as they've died before him in every game I've ran. Maybe I'm too aggressive with them. That's my takeaway. I haven't tried any other units yet beyond the Squigboss.
  5. I've had 3 games against new FEC and I've just been pounded into the dirt each game, by turn 3 I've conceded every time. He has so much more movement on his Terroghiests and Zombie Dragons than I do, and got the charge before I could even manage. My list is pure squigs, generally sitting around this as a template Allegiance: Gloomspite Gitz Mortal Realm: Ulgu Loonboss on Mangler Squigs (300) - General - Trait: Fight Another Day - Artefact: Doppelganger Cloak Fungoid Cave-Shaman (90) - Lore of the Moonclans: Squig Lure Madcap Shaman (80) - Artefact: Moonface Mommet - Lore of the Moonclans: Call da Moon 24 x Squig Herd (280) 24 x Squig Herd (280) 5 x Squig Hoppers (90) 10 x Boingrot Bounderz (200) 10 x Boingrot Bounderz (200) 6 x Sneaky Snufflers (70) Mangler Squigs (240) Squig Rider Stampede (140) Scuttletide (30) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 190 Any tips? I'm sorely thinking of adding in Troggs (Boss, probably 3x Rockguts and 3x Fellwater) or some grots (Loonboss, 40x Stabbas, 5x Loonsmashas) but I just can't seem to figure a good mix. I know I wanna keep a squiggly base, that's for sure.
  6. I have a load of Daemons and Mortals but I absolutely hate the Tzaangors, both model wise and game-wise. Are they viable at all, that is, a Tzeentch list without Tzaangors? Every game I've played I tend to eke out a very close win or I get curbstomped. To that end I've thought about running masses of Kairics in a Witchfyre Coven. See what 160 fireballs can do. This is what I came up with. Allegiance: Tzeentch Lord of Change (380) Gaunt Summoner and Chaos Familiars (180) Ogroid Thaumaturge (180) Chaos Sorcerer Lord (160) - Runestaff 40 x Kairic Acolytes (300) 40 x Kairic Acolytes (300) 10 x Pink Horrors of Tzeentch (200) 3 x Tzaangor Enlightened on Disc (140) Witchfyre Coven (120) Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 134 Sorcerer lord and Ogroid to babysit the Kairics. Pinks to die quickly. Enlightened to go character hunting and Gaunt/lord of change for heavy hitting spells. 80 shots in the hero phase and 80 in the shooting phase. That's gnarly.
  7. I'm finding that they're about the only thing that can be buffed by snufflers in a squig list unfortunately. But that many attacks is ought to do some damage. It's part of the reason I keep eyeing the Squigalanche battalion. It's paying 90pts to unlock a second ability for the bad moon on your whole army and you're already taking all the units in the list. Seems dumb not to, for the little squigs at the very least.
  8. Funny enough, I'm planning on running this list come Friday. It's basically the same, but with another mangler and Mork's. Unsure if a second wizard is really important for squigs but itchy nuisance is hard to pass up, and might be more worth than the Mushroom. Allegiance: Gloomspite GitzLoonboss on Mangler Squigs (300)- General- Trait: Fight Another Day - Artefact: Gryph-feather Charm Fungoid Cave-Shaman (90)- Lore of the Moonclans: Squig LureLoonboss on Giant Cave Squig (110)- Moon-cutta- Artefact: The Clammy Cowl24 x Squig Herd (280)24 x Squig Herd (280)6 x Squig Herd (70)10 x Boingrot Bounderz (200)10 x Boingrot Bounderz (200)Mangler Squigs (240)Squig Rider Stampede (140)Mork's Mighty Mushroom (80)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 182
  9. Stabbas. Everyone loves em. But do you think every list requires them? They seem a bit lackluster without the Loonboss, Snufflers, and Fanatics to buff them. And if you're unable to take the full 60, they might get whittled down pretty easily. So the question is, if you can't take the requisite 640+ points for the full wombo combo, do you think they belong in specialized lists like Troggherds, or Squigalanches? I mainly run Squigs, so I'm wondering if its worth taking a minimum sized 40man shootas/stabbas unit (or 2x20 shootas/stabbas) without support. If I cut back on some squig stuff, I can fit things like a Loonboss or Snufflers, but at that point, is it worth it if my main force isn't pure grots? What's your take?
  10. I'm running all squig right now. This is my go-to Allegiance: Gloomspite Gitz Mortal Realm: Ghur Loonboss on Mangler Squigs (300) - General - Trait: Fight Another Day - Artefact: Gryph-feather Charm Fungoid Cave-Shaman (90) - Lore of the Moonclans: Squig Lure Madcap Shaman (80) - Lore of the Moonclans: Itchy Nuisance 5 x Squig Hoppers (90) 12 x Squig Herd (140) 15 x Boingrot Bounderz (300) Total: 1000 / 1000 Extra Command Points: 0 Allies: 0 / 200 Wounds: 84
  11. Which of these looks best for an all-comers list?
  12. Were the squig herd ability a guaranteed mortal wound, I'd be down for it, but it's a coin flip. I think the situation is thus. In my combat phase, I rather they run, in the opponents phase, I rather they live. But with the Loonshrine you can't argue. It says 'Does not take battleshock tests', not that you can choose to anyway. And I nearly always slap my squigs near the shrine. I'm not sold on the Squigboss either though. His command ability will be used once, maybe twice at all, and he's not exactly the best hero. He's pretty average. He does have reroll failed saves and a possible double damage on the charge though. On that, do you roll the d3 and then double the outcome, or do you roll 2d3?
  13. Squig herds don't get a regiment discount. 24 squigs is still 280.
  14. I'm picking up what you're putting down. I think I was more trying to see if I could mix things up a bit, but it does seem like squig herd are very good bang for your buck. Shame they didn't get a massive regiment discount or a Battalion. Speaking of, my tinkering managed to fit the stampede into this list. Allegiance: Gloomspite GitzMortal Realm: AqshyLoonboss on Mangler Squigs (300)- General- Trait: Fight Another Day - Artefact: Ignax's Scales Fungoid Cave-Shaman (90)- Lore of the Moonclans: Squig LureMadcap Shaman (80)- Artefact: Moonface Mommet - Lore of the Moonclans: Itchy Nuisance18 x Squig Herd (210)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)Mork's Mighty Mushroom (80)Scuttletide (30)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 180 I had to drop the Loonboss, but after thinking a bit, it'd be hard to fit anything more than one full unit of squigs in his 12" bubble probably. You might get two, on turn one. I do think that the addition of rerolls for the Bounders and an additional mangler is well worth losing a few squigs though.
  15. Yknow, I hadn't considering bringing max squig herds along mainly because of how easy it is to kill them. Even at 2 wounds, they'll get smacked by just about anything and lose their 6+. I will say, they're great and nearly always perform well when I take them. Even in units of 12. So maybe there's merit to that. I'm gonna continue tinkering but I like where your heads at. Also I want an excuse to run Troggs and Squigs in the same list lol.
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