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Gloomspite Gitz: Playing Squigs at 2000 Points NOW!

By Travis Perkins | February 18th, 2019 | Categories: Age of Sigmar, Gloomspite Gitz, Tactics

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If you love Squigs in either 40k of Age of Sigmar you are not going to want to miss this article on how to take them to 2000 points!

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.

We’re back to finish up where our playing squigs at 1000 point article left off from last week!

squig hopper 4

Let’s recap what we built in the first article (units and abilities covered in that article are not covered here)

  • Loonboss on Mangler Squig: 300 Points (Leader 1 of 6, Behemoth 1 of 4, General)
  • Fungoid Cave Shaman: 90 Points (Leader 2 of 6)
  • Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 6)
  • Madcap Shaman: 80 Points (Leader 4 of 6)
  • 12 Squig Herd: 140 Points (Battleline 1 of 3 Required)
  • 10 Squig Hoppers: 180 Points (Battleline 2 of 3 Required)
  • 5 Boingrot Bounderz: 100 Points (No Unit Type)

Total: 1000 Points (Cost $358)

gloomspite gitz troll

While that worked great for 1000 points, we need another battleline unit, and while we are at it we should add to our Boingrot Bounderz. For this, you will need to buy two more boxes of Squig Hoppers ($100) and make one entirely squig hoppers and the other half squig hoppers and half Boingrot Bounderz. Add that to the ones you have already made you have a maxed out elite squig unit and all your battlelines. So your new force will look like this.

  • Loonboss on Mangler Squig: 300 Points (Leader 1 of 6, Behemoth 1 of 4, General)
  • Fungoid Cave Shaman: 90 Points (Leader 2 of 6)
  • Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 6)
  • Madcap Shaman: 80 Points (Leader 4 of 6)
  • 12 Squig Herd: 140 Points (Battleline 1 of 3 Required)
  • 10 Squig Hoppers: 180 Points (Battleline 2 of 3 Required)
  • 15 Squig Hoppers: 270 Points (Battleline 3 of 3 Required)
  • 15 Boingrot Bounderz: 300 Points (No Unit Type)

Total: 1000 Points (Cost $458)

mangler wal hor gloomspite gitz

 

This gets you close to 1500 points and gives you a ton of squigs to throw around the table, you are however lacking in a larger unit and another heavy hitter. To solve that, we’re going to max out the squig herd unit (2 more boxes at $90) and add another rather random behemoth, but this one is not a Squig. Then we’ll add a Mangler Squig to throw out some more damage and tie up models, making your new list look like this.

  • Loonboss on Mangler Squig: 300 Points (Leader 1 of 6, Behemoth 1 of 4, General)
  • Fungoid Cave Shaman: 90 Points (Leader 2 of 6)
  • Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 6)
  • Madcap Shaman: 80 Points (Leader 4 of 6)
  • 24 Squig Herd: 280 Points (Battleline 1 of 3 Required)
  • 10 Squig Hoppers: 180 Points (Battleline 2 of 3 Required)
  • 15 Squig Hoppers: 270 Points (Battleline 3 of 3 Required)
  • 15 Boingrot Bounderz: 300 Points (No Unit Type)
  • Mangler Squig: 240 Points (Behemoth 2 of 4) ($80)

Total 1850 Points (Cost $628)

Mangler Squig: Move (Damage Table 3D6 down to D6 fly), 4+ Save, 10 Bravery, 12 Wounds

He has three different attacks the first is Huge Fang Filled Gobs: Range 2”, 4 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for D6 Damage. Then Balls and Chains: Range 2”, Attacks (Damage Table 7 down to 5), Hitting and Wounding on a 3+, with -2 Rend, for D3 Damage. Then Grots Bashin Stikks: Range 1”, 4 Attacks, Hitting and Wounding on a 4+, for 1 Damage. Add 1 to hit rolls with the Balls and Chains if this model charged, and when this model is slain roll a dice for each unit within 6” on a 4+ it suffers D3 mortal wounds.

We are now beyond what it costs to build a 2000 point all Troggoth army and we still have another 150 points to go, making this the most expensive army we have done. If you made it this far what’s another 150 points worth of models, lucky for us the madcap shamans come in blisters of two and you could use another hero and magic user.

With the final 70 points, you could invest in a Loonboss on foot to round out your leaders, but I think with a fast-moving army like this you’ll want to get the Chronomantic Cogs. (Hopefully you already have the Malign Sorcery box or that is another 75 bucks… I’m going to assume you do.)

squig hopper 2

  • Loonboss on Mangler Squig: 300 Points (Leader 1 of 6, Behemoth 1 of 4, General)
  • Fungoid Cave Shaman: 90 Points (Leader 2 of 6)
  • Loonboss on Giant Cave Squig: 110 Points (Leader 3 of 6)
  • Madcap Shaman: 80 Points (Leader 4 of 6)
  • Madcap Shaman: 80 Points (Leader 5 of 6)
  • 24 Squig Herd: 280 Points (Battleline 1 of 3 Required)
  • 10 Squig Hoppers: 180 Points (Battleline 2 of 3 Required)
  • 15 Squig Hoppers: 270 Points (Battleline 3 of 3 Required)
  • 15 Boingrot Bounderz: 300 Points (No Unit Type)
  • Mangler Squig: 240 Points (Behemoth 2 of 4)
  • Chronomantic Cogs: 60 Points (Endless Spell)

Total 1990 Points (Cost $628, or if you need the battletome and maligned sorcery $743)

Chronomantic Cogs:

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.

Loadouts:

Pretty much the same as the 1000 point article, but here is the recap: I would first arm my Loonboss on Giant Squig with a stabba because the weapons are basically the same but this one adds 1 to Range. I would give my wizards the Itchy Nuisance spell to force an enemy to attack last in combat phase and Squig Lure. That will let your Squigs run and charge I the same turn in case you are unlucky with the bad moon. I would then give my Loonboss on Mangler Squig The Clammy Cowl to make him harder to hit as well as the Cunning Plans command trait to start the game with an additional command point.

Looks like meat's back on the menu

Tactics:

Your priority should be getting the cogs off and speeding up time to get your Squigs the massive movement boost they need. Make sure to keep a hero close enough to the Squig Hoppers and Boingrot Bounderz to give them inspiring presence should they need it. Also, don’t forget to buff your general with mystic shield and the unique spell from the madcap shaman if you can.

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.

There you have it. A very expensive 2000 point mostly Squig army that I don’t know is competitive or not. You have a lot of bodies, but I think against a shooting or magical type of army you might be in trouble unless you can get into combat that first turn. It sure is a fun army though, and I guarantee you and your opponent will laugh a lot as to what the Squigs decide to do on any given turn.

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About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu