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novakai

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Everything posted by novakai

  1. I was listening the Honest wargamer show Something fun you can do is deep strike your grot unit with the Fanatic inside using the Hand of Mork, and you release the Fanatic in the charge phase 3 inches out of the unit. then the fanatic only need a 6 inch charge to get into combat. you can use COG to make it a 4 inch charge if you want
  2. there is some good shooting abilities like using Spiteful prodder, Loonking, Loonboss with Cave squig, and shooting spell at enemies. and of course I think the Squig Gobbla is still a decent artillery piece. But yeah I don't think Gloomspite Gitz is meant to be play as a strong shooting army, they definitely shine in a melee, magic, and MW department. but they give you good options to do stuff at longer range
  3. it probably also has to do that that Gloomspite been the first destruction release in quite a while that every person who like the grand alliance has been waiting for this release. But yeah ,WH goblins have been a fan favorite army for a long time, plus you can field spiders and trolls in this release too. so this release has a larger appeal range then most other release I would say
  4. I wonder, any reason to every to take one unit of 3 dankhold troggoth? I know it expensive point wise but it sounds fun having three of them attack at once and delete something of the board.
  5. They already updated the scroll with the Gloomspite keyword, so you can take all the squig unit, the Troll hag, and the bonegrinder into a gloomspite army
  6. she can summon all the endless spells and can get all the benefits from the Caldron (knowing the whole Moonclan lore) even though she not the strongest spellcaster that can benefit from it.
  7. it funny that she probably the one hero that can get great use of those artifact if she can use them because of her survivability and not minding getting close into enemies. the spiteshroom gives her another -1 to hit in close combat the Mommet give her the ability for another -1 on the save and she doesn't mind being at close range to use the staff of sneaking stealing give you +1 casting for every enemy caster or hero with artifact within 12'' of the bearer and she can easily walk up to any enemy to get this effect.
  8. also I don't think the Trog hag can use the Command traits (and maybe the artifacts) either for troggoths because she not a Trogboss which is a shame. but still giving her the Gryph feather charm and getting the bonuses from the Badmoon is still pretty strong
  9. doesn't the hag also get the +1 to cast because she is technically a gloomspite wizard? if so she probably one of the only unit that get two benefits from the Bad Moon From the video of GMG review of the book, I believe the Moonface Mommet is an artifact only available to the Wizards
  10. well they did say info is coming within weeks so we will know more soon
  11. doesn't look like anything change on the FW warscroll beside all the Squig, the Hag and the bonegrinder Gargant gaining the Groomspite keyword
  12. Well didn’t see that coming, looks like more skaven and FEC stuff are hinted to come. Interesting that all the skaven stuff is Clan Skyre.
  13. I was kind of sad that command ability was gone and not just tweak a little bit, but it was a bit powerful and hard to use since he had to be the general but I agree having a 4+ is pretty amazing and a chance of getting a command ability is way more useful and reliable abilities especially if you field multiples of him. I though the Deffcap mushroom changes was a bigger nerf but losing the reroll ability isn't as bad. he probably still useful as an ally piece too especially army like Ironjawz would love to have more Command points and still being a cheap caster
  14. So some big changes to the Fungoid Shaman he lost his command ability (kind of sad) and now its just an ability to get an extra CP on a 4+ but he doesn't have to be the general or anything the Deffcap mushroom just give you an extra spell to cast once per battle but all the negatives are gone. his 5+ save is now a 4+ save but he no longer always -1 to hit his spell is the same I felt like he kind of got worser but with a spell lore, possible point changes, and abilities from the book, he still maybe very useful
  15. my only thing was that they didn't release the Grot Scuttling from Silver Tower for this army. it felt weird that they didn't do that when that unit look like it would have fitted in well with the Gloomspite Gitz.
  16. the Skittlerstrand deepstrike ability is pretty bonkers the flinger seems powerful if you can hit that 4+, amazing range and has good ultility I think GW has done a good job differentiating the unit variant in this release, they all have different abilities and strengths so you got good options
  17. Rockguts have a d3 mortal wound rock throw attack that has a better range and auto hit any unit with 6+ model in them and a 5 + save for wounds and mortal wounds
  18. well looking at everything so far, This army has loads of way to dish out MW at their enemies. out of the current armies out there, their MW output is probably one of the highest
  19. you can see the Warscroll for Mollog and the Rockgut on the battletome store page. Rockguts have a 5+ invulnerable save and a range boulder ability that does d3 mortal wounds if you roll equal or less then the amount of models in a unit Mollog has special ability for his minions and is similar to a dankhold troggoth, though I can't quite read his warscroll on the page
  20. looking at the Loonshrine, the battleshock immunity wholly within 12'' seems strong. the reinforcement ability seems ok, bringing back units at half strength on a 4 +, it seems pretty balance and can be useful bring 30 grot back when your unit of 60 just got destroyed.
  21. the D3 damage is a bit of a drawback, but it a workable one (using Gnoblar as a sacrificial unit in a Gutbuster army for example)
  22. For the endless spells, they are all pretty low cast value spells that have interesting abilities and some drawbacks the Aracknocardron has a +1 casting/unbinding for the wizard that summons it plus it then knows all the spell from the Moonclan lore, the thing is always 1'' away from the caster and every hero phase it must do d3 mortal wounds to any one unit within 3'' of the caster, if no unit is in range the caster suffer d3 damage. Mork's Mushroom seems like a stationary spell that affect every model in a unit ( including your own ) in 8'' of the mushroom, roll a dice every model and on a 5+ it does a mortal wounds. The Malevolent Moon is a predatory spell that does D3 mortal wounds on a 2+ for every unit it passes though, in addition it subtracts 1 casting rolls of wizards within 8'' and 2 within 3''. Scuttletide is pretty much like quicksilver swords you pick a unit and roll 6 dice and on a 5 up you do a mortal wound, However in addition it does damage it damage effect every time a unit moves or charge within 6 of the model. Spiderfang are immune to the damage.
  23. Reading the warscroll, Skargrott is pretty cool, I do like that he both a wizard and an artillery piece. the other one are pretty solid too like the Troggboss and Loonboss
  24. I feel like your better off using Ignax’s scale, the negative seems a bit too strong
  25. it from the Soundtrack of Warhammer 40k Mechanicus video game. GW like using music from their licensed video game for their trailer sometimes
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