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Games Workshop - Warhammer - Age of Sigmar - Gloomspite Gitz: Loonboss On Giant Cave Squig

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Grots are omnipresent so it’s no surprise they can be found in large numbers even in the Eightpoints, either by searching some glass for their potions or other sneaky and nefarious tasks. There’s even who says that some shamans madder than others are trying to call the Bad Moon over the Varanspire… Despite so, 3 damage on a critical hit still represents a good threat and most units will struggle to reach them if they keep distance.

The Bad Moon starts in the corner of the battlefield and then starting in the second battle round it moves randomly around the table depending on the roll of a dice. This then determines where on the battlefield its light effects. Mork’s Mighty Mushroom: Another I haven’t tried. It seems so bad on paper I didn’t even bother. An Endless Spell that has a random range and stays in place doesn’t seem like much use to me. Age of Sigmar is usually a pretty dynamic game so I doubt anyone would hang out near it for long. And while there are certainly static gunlines out there I don’t want to shell out 80 points for a spell that is only really great against those types of armies. Plus those same types are usually magic heavy and will probably just unbind it anyway. Loonshrine We’re all about squigs and magic for these army lists. That gives us lots of randomness and damage output but does make the army a little bit of a glass cannon. What:A bonus move for another friendly fighter within 3″ that needs to end within 1″ of the enemy fighter.Barbed Net (Double, Stabba with Barbed Net): A good chance to prevent an enemy from moving or disengaging this round. Madcap Destruction (Triple, Loonboss on Giant Cave Squig, all Squig Hoppers and Boingrots): A bonus move up to 12″ and if it ends next to an enemy, inflict up to 6 damage. Prog is a Stabba with Barbed Net, with same weapon profile and ability to prevent move and disengage options from an enemy within 3″. All Endless Spells seem like such a gamble. They can have a huge impact on the game but you might just fail to cast them or get them unbound before they can be much help.

Rippa’s Snarlfangs are Gloomspite Gitz third Bladeborn warband from Warhammer Underworlds Season 3. Alternatively, Boingrot Bounders are also really good hitters and more survivable although they cost around a fifth of your warband. It is possible to have a viable elite-only warband with Squig Riders, but that is not really the point of a Gitz Skrap… or is it? Gloomspite Gitz saw some point adjustments, mostly going down to justify the overall decrease in Wounds and Strength, bringing the basic Grot to a mere Strength 2. Biggest loser is the Cave Squig that got quite nerfed, but it also costs half now. Biggest winner the Scuttleboss that saw Strength and Damage going up but also his points by 35!An Endless spell with casting cost of 7, if cast set it up wholly within “12 of the caster. A wizard within 9” can then speed up time adding 2” to move and 2” to charge rolls for all units. Or they can slow down time giving the wizard an additional spell to cast and letting them re roll failed save rolls. Warshcrawla Sloggoth : As you can see by now I’ve gone very far off the original “squigs only” theme. But where the Marshcrawla is concerned it’s been absolutely worth it. Finally, an aura so big it can keep up with my army. Well most of it; even 18″ isn’t big enough to catch any units you have to send off on the flanks. But the +1 to hit has been great and it also gives me another fairly nasty monster to send in in a pinch.

Another breed is the snufflesquig, nothing more than a big nose with tiny legs but extremely useful in finding the best quality of mushrooms and therefore trained for this particular hunt.This has been mentioned a lot but I'm just getting into AoS and want to know what models to buy and paint, I've tried to come up with an army list that has all of the models I liked the look of and wanted to paint in it but I have no idea if it's actually ok to use this army. Not planning on anything competitive, just casual play with friends.

Each time you allocate an unsaved wound or mortal wound on a 4+ it is negated. Once per battle this model can attempt to cast an additional spell witch his unique spell being Spore Maw: Casting Value 7, Each enemy unit within D6” of the caster suffers D3 mortal wounds. Drizgit is a much improved Squig Herder with the same ability to prod Squigs to make a bonus move, 2″ range melee weapon, higher damage (2/4) and higher Toughness (4) and wounds (12). Let’s start with the Moonclan Boss, the only Leader from this set. He is similar to a Loonboss with 1″ weapon, less wounds and no special ability. Malevolent Moon: Unlike other auras that it’s easy for your squigs to bounce away from, this one starts where you want it and then moves around fast. The mortal wounds are really just gravy. The Cave Squig is not any more what used to be. Its biggest advantage is Strength 4, putting it in a much better position to score at least a minimum hit, for the rest he has the same profile of a Sneaky Snuffler with Toughness 4 and a bit less wounds.The dreaded Barbed Net in Age of Sigmar, makes his appearance also in Warcry, this time preventing the movement of an enemy when using the Barbed Net ability. For the rest, he costs the same as the other grots but has a weaker weapon profile and is even more fragile with Toughness 3. Things got a lot more difficult at 2k. My Bounderz had done well so I added more of them, two Mangler Squigs, and a Loonboss on Mangler Squig. This gave me a rather fragile low-model-count army that despite being fast and hitting hard couldn’t take down enough of an opposing 2,000 point army to survive a counterstrike. This led to significant early losses and constant rearranging of, and additions to my army. It wasn’t until I’d painted nearly 4,600 points of Gitz that I got to a list I thought worked right. Unit Analysis That plus the Cowl should help him survive to turn two and hopefully let him dish out some pain. For your Squig Herd, it is ok if some flee as there is a chance to dish out mortal wounds as they run. Use them to tie up a more expensive unit of your opponents or to control a highly contested objective. Beyond that, just hope the Squig dice go your way and hopefully you can get these glass cannons into combat. Fungoid Cave-Shaman - Gobbapalooza ( Boggleye - Brewgit - Scaremonger - Shroomancer - Spiker) - Grot Fanatic ( Loonsmasha Fanatic - Sporesplatta Fanatic) - Loonboss - Madcap Shaman - Rabble-Rowza - Shoota - Sneaky Snuffler - Squigboss - Squig Hopper ( Boingrot Bounder) - Squig ( Colossal Squig - Giant Cave Squig - Mangler Squig - Squig Gobba - Squig Herd) - Stabba This is a fun army to play as there is so much randomness to it. You really can’t control the movement of a lot of your units so when planning out your move think about what the average will be and go from there. Your heavy hitter is your general, so you want to have him dish out as much damage as possible before you opponent takes him down. It’s not a bad idea to cast mystic shield or your madcaps unique spell on him to make him a little more survivable as well. Also, one big weakness is the bravery of your units so be sure to save a command point or to, in case you need to use inspiring presence.

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