Switch Theme:

New to Aos, starting the Gloomspite Gits - looking for advice on purchases and Meeting Engagement  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in it
Fresh-Faced New User




Hi guys!

Soon enough my local gaming group will rev up an AoS division and I'll gladly start playing the Gits with them (my first time with Sigmar). Since we're all primarily competitive 40k players at the 2000 points level, and we've generally grown bored of how stale the meta is - whoever goes first has already won - the Meeting Engagements in the General's Handbook seem like an excellent way of venting a bit while 9th edition gets ready to drop.
As a total neofite of AoS, willing to build an army that doesn't have yet a Start Collecting budget box, I'll ask you veterans for advice.

I know that competitive GSG must play around Stabbas and multiple stacking buffs, but that would be as fun as playing again with my Imperial Guard and orders. Since I'm 100% afraid of spiders, the spiderfang tribe is out of question; the squigs look like an acceptable source of damage and unpredictability without being an obnoxious horde army.
What should I surely buy as the backbone of a Squig army, in order to be able to branch out? Also: am I totally gimping myself by playing squigs, or at 1000 points I have a fair chance of winning (from what I gathered, at 1250/1500+ it's either stabba mobs or nothing)? I'm not trying to reach peak cheese on par with the broken Ossiarchs or Slaanesh cults, but I'd love to still put up a fight!
I really like the aesthetic of the squigs and magic must, if possible, be a cornerstone of my army. The Imperial Guard has zero casters and the endless spells seem nice, especially the Git's giant shroom for denying parts of the table.

Thanks in advance for any reply and any kind of help!


... no, seriously, please tell me that I didn't fell in love with a meme army without chances. Two other players will use Nurgle and Dwarves, am I fethed?
   
Made in us
Fixture of Dakka




NE Ohio, USA

Mangler Squigs. Get yourself 1, 2 or even 3 of these things.
They're big, they're scary, AND they look cool. They'll also draw fire away from your other squig units.

Magic? You want magic? Sneaky goblin magic?
Get yourself 3+ wizards, the Gitz endless spells, + the Malign Sorcery set.
Wizard # 1 casts the Umbral Spell Portal from MS. Wizard #2 casts a Malevolent Moon through the portal & moves it around on the foes side of the board. Wizard #3 dispels the portal - that way if you don't go 2nd, your foe can't send the Moon back through to you.
The mushroom spell is pretty cool as well.

   
Made in it
Fresh-Faced New User




Neat!

I read that the fungoid casters are better than the Madcap Shamans. Is that right?
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

IMHO Meeting Engagement, while a great idea, is so terribly executed that it's not worth bothering with. It's a damn shame since I'm a big proponent of 1000-1250 point games, but the way the rules for it work it just doesn't and hurts more armies than others. It's pretty sad that all of the different styles of AOS (Path to Glory, Skirmish, Meeting Engagement, etc.) are all marred by not having very well-thought-out rules.

- Wayne
Formerly WayneTheGame 
   
Made in it
Fresh-Faced New User




What would you suggest for 1000 point battles?

I thought that Meeting Engagement's way of splitting up the armies forced different strategies and wonderfully hampered Death Star tactics relying on multiple buffs. Regular 1000 pts matches would just force us once again to tunnel vision as much as in our competitive 40k battles, resorting to minmaxed armies and the death of any fun we could have.
   
Made in us
Humming Great Unclean One of Nurgle






Just used regular matched play rules and adapt the scenarios for a 4x4 table. Meeting engagements, like Wayniac said, have issues.

Anyways, manger squigs, boingrot bounderz, 60-man stabba squads, river trolls, and especially stone trolls are your strongest options. As for buffs/synergy everything in gloomspite is pretty clear as to how you use it. The really nice thing is that gloomspite are on of the better balanced battletomes, there isn't really anything bad in there and there is nothing you will be screwed by not taking. Also note that FW has some options for you, including a squig artillery piece (it's not what you're thinking, it's even better).

Nurgle could theoretically put out an army you would have serious problems with, but it would be a very specific build and I don't think that's a realistic concern. Overall Nurgle v Gloomspite is a relatively even matchup.

Which Dwarves?


Automatically Appended Next Post:
Also, I made an updated version of Path to Glory called Road to Renown (thread is in this forum) that your group may find enjoyable. It's an escalation campaign system starting with a handful of units.

This message was edited 2 times. Last update was at 2019/12/24 17:41:33


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
[DCM]
Crazed Bloodkine




Baltimore, Maryland

Maserdom wrote:
I read that the fungoid casters are better than the Madcap Shamans. Is that right?


The Fungoid can, once per battle, cast 2 spells in a turn with no downside. He's a bit more offensive with his signature spell as well as being more survivable. He also has a command point generating ability that really makes him standout.

The Madcap can do the same 2 spells once per battle, but can potentially take 1-3 wounds. He's nowhere near as survivable or as offensive a weapon as the Fungoid, but his -1 to hit on missile weapons spell is still useful, particularly when stacked with other -1 to hits, but the Fungoid is objectively superior.

Funoid = auto include, you'd be handicapping yourself to not take at least 1.
Madcap = optional, but not handicapping you if you take/leave it.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in it
Fresh-Faced New User




 NinthMusketeer wrote:
Just used regular matched play rules and adapt the scenarios for a 4x4 table. Meeting engagements, like Wayniac said, have issues.
Which Dwarves?


Probably Kharadron Overlords, or however the old WHFB dwarves are called now.
The other player has already prepared 1000 points of Maggotkins.
   
Made in us
Humming Great Unclean One of Nurgle






Ah. Kharadron are the Grey Knights of AoS, in that they are... Less than effective. They should be getting a new battletome in the next few months to fix that.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: