Hoarfrost for me was the main spell I was always trying to cast as it makes the squig herds output substantially better no matter what you roll, I found myself always using it for hit rolls. One of the hoarfrost wizards would also be close enough to make sure I can cast hoarfrost. The herd would then be set up in between so that if I wanted to maximise the potential hero phase move I was at no risk of missing out on the buffs from gobbapalooza and the herd at the start of movement. If I knew I was under no threat top of 1 I would screen with my gobbapalooza and snufflers and leave a squig sized gap as a screen as we all know 25mm is less than an inch so you can move through those gaps. Then I would have the hammers sat just off the screen ready to counter charge in my turn and make my opponent second guess about coming in. Depending on match up would be dependant on what would be used to screen with, if I was concerned about my opponent going first the screen was the two 5 of bounders and the terrain piece (assuming no monsters). The way I played the list a lot of the time was as a castle waiting to capitalise on opportunities to explode out of it and ensuring that I was in range of all my auras and buff pieces ready to maximise my next movement phase. How did the list play the? Aggressively, but when it needed to be. The list is then bolstered out by two units of 5 boingrots to grab objectives, do surround and destroy and clear screens, the real punch comes from the 36 herd and the unit of 15 boingrots. Then my buff piece MVP, these lads are sublime, the -1 to hit aura spell, the no command ability spell stoping redeploy from your none re-rollable charge on the herd, then a static aura of either +1 rend or plus 1 to run and charge. Sneaky snufflers, 2+ 5 up ward yes please but oh wait if under the moon and you roll a 5+ you get an extra attack as well mental. Madcap & Webspinner the combo allows you get acolytes in for hoarfrost, without being able to receive the commands on squigs hoarfrost works as your all out attack as minimum but when you can be hitting on 2s at potentially rend 3 with 150 attacks you really do see the value, the madcap also has moonface mommet to give a unit -1 to their save. Squig boss with the pre game move and MWs in addition for squigs, honestly its mental how far that unit can move in the turn you commit to this, in addition to this you have the clammy hand command trait to try and get two units out of the shrine. Lets take a note of a few of the key buff pieces, Skraggy knowing the full spell lore and also being able to help dictate battle tactic scoring by being able to manipulate the moon placement. Yes, they have had their fair share of points increases but the army is still super strong with all the buffs and debuffs within the list. With this edition lots of scenarios are fight in the middle and Gitz really lean into that. Gitz the moment are super versatile and play lots of scenarios extremely well. I decided to go back to my routes and play an aggro combat army. Phil Marshall: Gloomspite Gitz – Jaws of Mork – How did it work?
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