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Made in us
Ancient Venerable Dark Angels Dreadnought





OK, so I have my first 500pts figured out (plus this is what I have model wise)

Loonboss 70
20 stabbas 130
20 stabbas 130
6 sneaky snufflers 70
5 boingrot bounders 100

To go to 750pts I'm thinking of adding some fanatics plus either a shaman or adding 5 more bounders.

I also picked up a mangler squig (basically what sold me on this army) and we are allowed to add a Behemoth at 1000pts so that will be my 240pt add on to make 1000pts.

Now the questions....

How important are characters for this army, and how many do you need?
Is a Shaman a good buy or should I keep fleshing out my units?
At what point level do I need more stabbas (I know 2x20 is not a lot in grot terms)? We are requiring 3+ battleline at 1250pts upwards
Any other pointers as I go forward?

Currently own...

40 stabbas
10 bounders/hoppas
6 snufflers
1 loonboss
mangler squig
loonshrine

really love the concept of fanatics so want them at some point, although would be fine adding them after 1000pts.
Other units I'm interested in:
more squigs...(although the foot kind seem underwhelming), troggoths, shamans.

This message was edited 1 time. Last update was at 2019/03/07 20:01:38


 
   
Made in gb
Dakka Veteran





I'd strongly suggest a shaman of some form to begin with.
One of the gloomspite spells allows you to teleport a unit.
I've had alot of fun teleporting a unit of 40 shootas near key enemy units then burying them in fanatics.

You could essentially do this every turn if you really wanted.


Manglers are pretty solid, although I tend to run a loonboss on mine just to make hoppers battle line.

Bounderz are great, I've come to heavily rely on them for charge damage.
In a 2k game I usually run 15-20 depending on what else I take.


If you want control over the moon, then the Loonking is fairly high priority.
Taking him with a cauldron endless spell has made things alot easier, but keep a unit of grotz near by to take the wounds.


Troggoths- I use a unit of 3 rockguts every game.
They simply act as a fire magnet for the start of the game.
If ignored though they tend to have great damage output.

Dankhold isn't bad, I run it now and again and it basically does the same as above for me.



Unless I'm teleporting fanatic packed units for amusement I generally run an all squig army.
One thing I'm loving is the FW colossal squig.
The damage output is amazing and it's speed borders on stupidity at times.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





I like the idea of the teleporting fanatic wagon.
Downside for the mangler boss is I feel that hoppers are the poor cousin of bounders, damage just OK. I get it if you want all squigs though.
Since I'm invested in stabbas, I'll probably add more.

I'm wondering if the snufflers are a waste, although I figured giving the bounders an additional attack can't be too bad.

Any preference between madcap shaman and fungoid? Love the look of the fungoid.
   
Made in gb
Dakka Veteran





 bullyboy wrote:
I like the idea of the teleporting fanatic wagon.
Downside for the mangler boss is I feel that hoppers are the poor cousin of bounders, damage just OK. I get it if you want all squigs though.
Since I'm invested in stabbas, I'll probably add more.

I'm wondering if the snufflers are a waste, although I figured giving the bounders an additional attack can't be too bad.

Any preference between madcap shaman and fungoid? Love the look of the fungoid.



Hoppers have a use but for me it's mainly to fill battle line.

One thing to keep in mind with snufflers is that they are slow compared to squigs.
A good roll for bounder movement could put them out of buff range the next turn, so you need to be careful of that.

Either work to be fair.
All depends on which you prefer.

I'd also recommend spore splatta fanatics if your running grotz.
The buffs make them worth alot more than the points you pay.
   
 
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