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RaritanAnon

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Posts posted by RaritanAnon

  1. 7 minutes ago, Grimrock said:

    Cool, I thought there might be a leather color in there. Looks really good.  

    I have found that mixing Khorne and Slaves is definitely stronger since you can get the best of both worlds, and when I mix I prefer the khorne allegiance since it has a few big benefits. The prayers are great, the sub factions can be really compelling, the tithe table is rock solid, and the skull altar + warshrine is just too good. Like you said though khorne has more than enough parts that you could collect it for ages and never really feel the need to grab slaves stuff. I collected khorne for a couple years and always liked a few StD models, but even then I only bought into them once the new book dropped. Really just do whatever makes you happy. Khorne is a great faction to play.

    Its just on a 'do i like the model' basis, and less 'do i like how the model plays', I guess. I loved the old chaos warriors back when I was interested in WHFB so thats what I was thinking. I saw that the Warshrine only buffs 'Slaves to Darkness' stuff, now, so do you just use him as a big priest, in a Khorne army?

  2. 36 minutes ago, Grimrock said:

    Well you definitely don't need to mix the two, but there are a few slaves units that I've found work really well in khorne. The warshrine is pretty incredible when paired with the skull altar and is key if you're going to include any other slaves units. It can also hit surprisingly hard if it gets a few buffs. I know the models are really old, but marauders are massively better then any existing khorne infantry right now. They hit like absolute freight trains. Knights are actually fairly different from skullcrushers since they're a fair bit faster and the lances can do a lot more damage, but really need some buffs. They're certainly worth considering as an addition. The khorne Daemon Prince has a killer command ability and there are a number of artefacts and a command trait that work really well on him. Finally Archaon can be absolutely devastating in khorne and is definitely worth a look. He works the best when you stack buffs on him, and no one stacks buffs like khorne. 

    Love the paint job by the way, what colors did you use for the gold?

    Yeah but the second I start adding in a warshrine and slapping in marauders for battleline, what's the point of Khorne? It seems a bit silly. And I hate the marauder models. Daemon princes are a no brainer inclusion imo, and I agree on knights being more of a shock cavalry and juggernauts being more of a tanky version. 

    I think it boils down to me really liking the new models, but not so much the STD army. But I don't know. 

    And thanks! It's snakebite over metallic silvers. I drybrushed it up from leadbelcher to Runefang steel basically. 

    • Like 2
  3. Been out of the game since about the time of the Ossiarch release. Unfamiliar with the meta, not super caring too much since I only play with friends. Just a preface. 

    I recently got the Goreblade Warband or whatever, start collecting Khorne, as a trade. I love the models and the old school chaos warriors + marauders aesthetic. On thinking this, I remembered STD got newish models too. But then I ran into a dilemma. 

    Do you guys think would be wise to mix Slaves to Darkness and Khorne together? Seems like a Skull Crushers and Knights kind of fill the same purpose and so do Chaos  Warriors and Blood Warriors. I also just adore the Karkadrac model so he's going in my Khorne army either way. 

    Most of the other STD models are either too faction focused, stinking wizards, or very old models that don't look great, but I'm sure there's a handful useful for mixing too. It just kinda seems like Khorne has its bases covered and I don't *need to* mix. On the other hand, I don't have a serious investment with Khorne either way. 

    Pictured is my Khorne color scheme, which I think will look ace over warriors too. 

    IMG_20201130_222750~2.jpg

    • Like 4
  4. So I'm off to buy my first Slayers tomorrow. Wondering which list I ought to have built and painted for a 1k army. Quickly written I'm between these two. Hermdar BTW.

    Runemaster
    Runesmiter
    Battlesmith
    2x10 Vulkites
    1x10 Berserkers
    Flamespitter

    Or

    Runefather
    Runemaster
    Runesmiter
    Battlesmith
    1x10 Vulkites
    1x15 Berserkers

    Which would you pick, if you had to settle on one?

  5. 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. 

  6. 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 Gitz
    Mortal Realm: Ulgu
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Hand of Gork
    Loonboss 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 Bearers
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)

    Total: 1530 / 2000
    Extra Command Points: 9
    Allies: 0 / 400
    Wounds: 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. 

  7. 13 minutes ago, Malakree said:

    @RaritanAnon 

    You've got some good initial feelings which give you a great place to start. If we cut off all the "chaff" in your list and see what we're left with.

    Allegiance: Gloomspite Gitz

    Leaders
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 

    Battleline
    24 x Squig Herd (280)
    24 x Squig Herd (280)

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

    Battalions
    Squig Rider Stampede (140)

    Total: 1480 / 2000
    Extra Command Points: 11
    Allies: 0 / 400
    Wounds: 152

    Then we have the things you thought were ok or didn't mention.

    6 x Sneaky Snufflers (70)
    Mangler Squigs (240)

    This gives us an idea of what is "core" what's "nice to have" and what you don't like. We also have a useful bit of information in the "bounderz suck when they get charged". Seems like an obvious and innocuous comment but it gives us a very clear problem to try and solve.

    So how do we go about fixing this. Well we know you've got 520 points to work with, you need a battleline and you need to be able to stop him charging/trying up the squigs. That second problem tells me you just don't have enough screen/area denial. 

    There is are a few ways to go about fixing it. Another squig herd, youve already said you like them and they fill both problems, or a unit of stabbas. You can also take then as min/max units, a unit of 20 grots can be spread in a line 1 deep to provide a basic screen, drop denial and their 3" move block bubble while a unit of 60 is another massive road block.

    On the other hand a unit of 6 squig herd can perform a similar role but at half the points. Again you've said that the units of 24 are working so a 3rd big block is another choice.

    Let's go with a unit of 6 as you really want them to deny movement and buy time/space. They should also clear out to let the bounderz get in, more importantly it gives you the chance to test a unit of 6 and see how you feel about it. This is 70 points leaving you with 450 spare. Additionally since we've cut the fungoid and have the madcap we can take squig lure on the madcap instead.

    Again from here you have choices,a second Manglerboss is 300 leaving you with 150 spare or the basic one would give you 210 points left and letting you put another 10 bouncers in that now empty battalion spot. This would even leave you with a 10 point triumph option, really useful for getting something dead or a free triumph. Since you are trying things however how about cutting the spare mangler and adding skragrott. 

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ulgu

    Leaders
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    - Artefact: Doppelganger Cloak 
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: Squig Lure
    Skragrott, The Loonking (220)
    - Lore of the Moonclans: Hand of Gork

    Battleline
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    6 x Squig Herd (70)

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

    Battalions
    Squig Rider Stampede (140)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 190

    This is the hyper trim version of your list. It's cut out literally all of the utility and nice to haves in favour of maxing on the power. It also gives you a chance to see how you feel without the snuffler, fungoid, hoppers or second mangler. You also get to try out skragrott without him being the general, it's also worth noting you could use him as the general of this army since the squig herds are all battleline with him.

    This will give you a bunch more information about your list, units and what you like/dislike/oh god I didn't realise how important that was.

    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. 

    Screenshot_20190324-183357_Chrome.jpg

  8. 25 minutes ago, Malakree said:

    I agree.

    Skragrott for 2 spells/unbinds at +2 and synergies well with his warscroll spell.

    Hag because it's a free arcane bolt every turn for her, the +1 to cast is great for her personal spell (which is amazing) and +1 unbound is great for her spiteful charm.

    Arachnarok because +2 Is great and having hand of Gork in pure spiderfang is huge.

    Everything else give it a pass.

    EDIT: @RaritanAnon what are you finding works and what doesn't. I realise that's perhaps a hard question when "I just got dumpstered" is the entire game but it's super important.

    It could be something as simple as "the squig herds die then I lose" or "squig hoppers feel like dead weight" "I'm never using scuttletide".

    Each of those little points is super important for tweaking the list as it lets you know what you like/don't.

    For example, I found the madcap was so much worse than the fungoid. Everytime something got near it it died and I was actively resisting using it's shroom unlike the fungoid which I used liberally. That gut feeling of "man the madcap just feels so useless" is how you go about refining the list.

    So, really just any thoughts no matter how random, obscure or broad are useful and important.

    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. 

  9. 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. 

  10. 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. 

  11. 30 minutes ago, Skabnoze said:

    That is a pretty decent starting point for an all squig list.  I might take this one for a spin although I will probably swap out the battalion for 2 units of Snufflers.  I like the battalion, but I think in a list like this I would prefer to buff up the cave squigs a bit more.  But that is just a personal preference thing.

    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. 

  12. 48 minutes ago, Malakree said:

    I think for Troggs/Spiderfang a big block of Stabbas is such an important unit to have.

    For Squigs I actually think you cut the Grot units and take big units of Squig Herds instead. Having played against them and looked at their stats again they are really well priced and synergise with everything you're trying to do as a Squig primary army, they even benefit from all your buffs. Something like this.

    There's quite a bit of play around the last 300-400 points or so but in terms of raw wounds on the board, movement potential and MW output this list is up there with skaven in terms of disgusting.

    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 Gitz
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    - Artefact: Gryph-feather Charm 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Squig Lure
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    - Artefact: The Clammy Cowl
    24 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 182
     

  13. 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?

  14. 6 minutes ago, Jackinrae said:

    I absolutely love the squig models, just getting into AOS. Would an all squig army work? Also with no start collecting how should I go about it? Mangler and some hoppers and herds to start off? What's a good 1k list for squigs?

    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

     

  15. 5 hours ago, DINOSTAR said:

    I've only had a chance to play one game with them so far, but it wasn't easy to keep huge units of stuff wholly within 12" of the loonshire, because it has to be a few inches into your own deployment zone.  At least for my game, I couldn't afford to sit back and get shot away so I had to move things up into his face ASAP.  As for the squig herd, I don't mind them running off and doing mortal wounds- it's far preferable to them dying in combat where you don't get the 4+ MWs.  

    Anyway, back to that game I mentioned, once I GOT in oh man they look good.  It's hard to move 120 grots up a board quickly but I had almost every opposing unit all netted up and -1 to hit with two max units of grots spread out pretty well. 

    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?

  16. 45 minutes ago, Malakree said:

    A few things to consider.

    Against Mortal Wounds your save is irrelevant, all that matters is if you can soak the raw damage. Given the recent direction of the game all the new armies have mortals pouring out of them. Against a warp lightning cannon doing 12 mortal wounds your squig herd has the exact same survivability as sequitors.

    On the other hand against normal attacks a "save" is just a total wounds modifier. So if you get hit 6 times with a 1 damage attack you would expect to take 5 damage as you save one, what the save is actually doing is just increasing your effective wounds. As a comparision Ardboys have a save of 4+ so they would take 3 damage for every 5 you take, so if you are taking 15 damage they are taking 9.

    So a good way to look at it is how many effective wounds are you getting for your points. A Squig Herd is getting 12 wounds for 70 points, that's ~5.8 points for a wound against mortals. If you factor a 6+ save in you're paying 4.9 points for a wound, by comparision a unit of Ardboys is paying 8 points a wound vs mortals and 4 against normal attacks. 

    From that perspective Squig Herds are actually really durable, not because they soak damage but because they put so many wounds on the board. If we compare it to sequitors, they get 40 wounds for 400 points (and are undercosted) while 420 points puts 72 wounds worth of squigs on the board. A Terroghiest piling in and attacking twice is potentially doing 36 mortal wounds, that decimates the Sequitors and only does half the wounds of the squigs, who will then get to retaliate AND inflict mortals when the rest of the unit inevitably flees.

    Raw wounds/bodies on the the table has and always will be a great way to win games, especially with the elite meta meaning people are building to deal with tough low wounds stuff. It might seem stupid but imagine trying to get through this.

      Hide contents

    Allegiance: Gloomspite Gitz

    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    - Moon-cutta

    Battleline
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    24 x Squig Herd (280)
    12 x Squig Herd (140)
    12 x Squig Herd (140)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 330

    It's such an insane amount of wounds that the time it takes is going to let you score a ton of objectives.

    If I was going to do it, it would be Troggs with Boingrots. It's really light on bodies but you're trying to maximise what's best about both parts without the chaff.

    Skragrott is a bit overkill but eh. Could drop him and the Quicksilver Swords for a Madcap+3 more Troggs to get more bodies/wounds.

    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 Gitz
    Mortal Realm: Aqshy
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    - Artefact: Ignax's Scales 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Squig Lure
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: Itchy Nuisance
    18 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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. 

  17. 27 minutes ago, Malakree said:

    @RaritanAnon So I'm not sure I agree with your critique of squigs. Primarily because of how good Squig Herds are, they function as a more killy version of Stabbas giving you a huge amount of wounds for no cost.

    This for example is a disgusting amount of wounds that hit as hard as Ardboys, harder than things like Bloodwarriors! You're also getting move 8 on the Squig Herds for 1 cp which is at cavalry levels of movement. Combine this with them inflicting mortal wounds when they flee and suddenly you have an amazing anvil unit that's cheap, has a ton of wounds, does good damage and hurts your opponent when you fail battleshock.

    Looking at the list you just posted I have a few concerns.

    1. You're actually not that tanky, 150 wounds is a reasonable amount but you're at 5+ saves without deaths multiple 6++ and revives.
    2. It feels like you have two parts of your army trying to do the same thing, both Troggs and Mangler/Boingrots are hammers not anvils.
    3. My biggest concern is that you're hitting in waves. This means your opponent is essentially fighting only 2/5ths of your army at any given time.

    So I'd say you either need to drop the Squig element and grab some stabbas instead.

    Or drop the Troggoths and go full on Squig.

    Honestly of the 2 the Squig list scares me more I think, if you add up all the potential squig attacks you get to 160 attacks on 4+/3+/-1/1 plus all the mortals the list will be throwing out. Not to mention how Good Squig Lure is for the list, that's 24 squigs moving 14" and still being able to charge, something which is generally reserved for Slaanesh. 

    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. 

  18. So after a bit of deliberation with the idea of a Squig list, I've found a few faults. 

    1. Comically low  bravery army wide, reliance on CP

    2. Lack of anvil unit, no squig is very durable

    3. Low target diversity, generally bounders and manglers die first regardless 

    So to patch this up, I've chosen troggs. Bravery bonus just for existing, regenerating for staying power, mortal wound and multi damage potential, and no real reliance on inspiring presence. For this, I've picked this list.

    Allegiance: Gloomspite Gitz

    Mortal Realm: Ulgu
    Dankhold Troggboss (300)
    - General
    - Trait: Loonskin 
    - Artefact: Glowy Howzit 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    6 x Fellwater Troggoths (320)
    3 x Rockgut Troggoths (160)
    3 x Rockgut Troggoths (160)
    15 x Boingrot Bounderz (300)
    18 x Squig Herd (210)
    Mangler Squigs (240)
    Scuttletide (30)
    Mork's Mighty Mushroom (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 148
     

    Squig her for chaff, objectives, and general Mook duty. Rockguts for durability, Fellwater for max melee dps. Loonboss and Bounders to head up a cavalry charge, with the Fungoid and the Troggboss bringing up the rear. And of course the two best spells in the arsenal. 

    What do you think? 

  19. 30 minutes ago, Skabnoze said:

    @RaritanAnon I love the Squig pen.  That is a really cool idea.  It looks roughly about the same size also.  I measured the loonshrine at one point and it is roughly a 120mm oval base.  However, as a critique I would like to see you do something more with the rightmost edge in the picture.  The part opposite the Squig pen and past the wooden planks.  The mushrooms were a nice touch but other than that it is blank.  Unless you plan to do something special with paint it looks too plain and even just some grit like you put in the pen would look better.

    I also love that you reused a resin air-vent plug for your moon marker.  That is an excellent use of random left over junk.  My plan was to simply photo-copy and laminate the one of the random moon artworks from the battletome.

    Oh I'm gonna muck it up with how I base the rest of my army, so I can tie it all together. I didn't want to make it too crazy busy before paint. 

    • Like 1
  20. Just checking in and posting some of my own conversions so far. My squig pen, count as Loonshrine, my Squigboss, and a token to track where the moon goes made out of the old skull pass shrine and a chunk of resin. Pretty proud of them. 

    Also musing on an interesting list I came up with per a previous discussion. Squigs and Troggs. Here's the list. 

    Allegiance: Gloomspite Gitz

    Dankhold Troggboss (300)

    - General

    - Trait: Mighty Blow 

    - Artefact: Glowy Howzit 

    Fungoid Cave-Shaman (90)

    - Lore of the Moonclans: Itchy Nuisance

    6 x Fellwater Troggoths (320)

    3 x Rockgut Troggoths (160)

    3 x Rockgut Troggoths (160)

    10 x Boingrot Bounderz (200)

    1 x Dankhold Troggoths (220)

    24 x Squig Herd (280)

    Mangler Squigs (240)

    Scuttletide (30)

     

    Total: 2000 / 2000

    Extra Command Points: 0

    Allies: 0 / 400

    Wounds: 154

    Lots of big bodies with lots of wounds. A support shaman to farm CP. Fast movers in the Mangler and Bounders (still wish I could have fit the stampede), an extra Dankhold for target saturation, and a big block of squigs for chaff and objective control. And of course, Scuttletide. There's some merit to taking say, 15 bounders instead of 10, and a Squigboss instead of the Dankhold, as well. I'll have to tinker with it. 

    20190306_151031.jpg

    20190303_192625.jpg

    20190304_000745.jpg

    • Like 1
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  21. After some testing and jiggering, I've happened upon a list I'm kinda happy about, and based on how my last game went against FEC, I think I need more options for MW.  Scuttletide is mad overlooked, imo, because it has near infinite range. Just 6" of a terrain piece.  And has 10 chances to cause mortal wounds. Pretty nifty for its cost. My alternative, against horde style armies, is to take Mork's,  as it's pretty equally brutal if you roll for a decent range. Anyway, here's what I got so far.

    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
    Loonboss (70)
    - Artefact: The Pipes of Doom 
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    40 x Stabbas (260)
    - Pokin Spears & Moon Shields
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    5 x Loonsmasha Fanatics (140)
    Mangler Squigs (240)
    Squig Rider Stampede (140)
    Scuttletide (30)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 166

    Should I swap the Loonboss out for one with a Giant Cave Squig, you think? Or is the extra command point all worth it? He's just going to hang with the Stabbas next to my shrine, regardless. I could also swap him for a Madcap shaman, maybe? What do you guys think

  22. As I'm finishing my squigalanche, I've been wondering what would make good Allies with a bunch of squiggly beasts.
    Troggoths: Hard hitting, durable, and everything a squig isn't (generally). Also Troggboss makes troggs battleline which leaves room for more bounders! 

    Spiderfang: Like a more specialized squig. Ignores terrain and deals in MW rather than a bunch of attacks like squigs. Seems to require a lot of support via heroes? 

    Grots, Fanatics & etc.: Probably stronger than straight squigs, but boring. Relies on basically one tactic to flood the board with fanatics. Not the biggest fan.

    What do you guys think? Where ought I branch off? Leaning towards Troggoths tbh but I'm not sure yet. 

  23. So I'm in a bit of a pickle. This is my list so far. I'm missing a hero to put an artifact on, and 370 points. 

    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
    10 x Squig Hoppers (180)
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    Mangler Squigs (240)
    Squig Rider Stampede (140)

    Total: 1630 / 2000
    Extra Command Points: 8
    Allies: 0 / 400
    Wounds: 134
     

    I have a couple options in mind. 

    >Snufflers - Could take two of them. Buff the manglers or herds so they actually do some decent damage.

    >Mork's Mighty Mushroom - Really nice area denial/horde killer. Slightly difficult to cast at a 6, and would like to have another caster as well. 

    >12 more squigs to each unit -  Probably the most braindead decision but hey, its another 12 wounds so whatever. Squigzz

    >Dankhold Troggboss - Expensive but strong as hell. Access to -2 rend, and can be really hard to kill. Bit of an investment though. 

    >Madcap/Fungoid - Another caster is always nice, and with the Madcap I can take the Mommet and give out -1 rend to stuff within range. Probably use in addition to Mork's and use Itchy Nuisance for the second spell. 

     

    What do you guys think? 

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