Hola Skinks! It’s been a while since I’ve posted here! (Keep in mind neither of us have played a game yet) I’ve been building a list based on Saurus guards in an eternal starhost. My brother plays Nurgle, with mostly mortals, so dealing with the putrid Blightkings is going to be important. They have a lot of attacks with exploding 6’s and have a chance to deal mortal wounds, a combo that does not go well with guards, even WITH their amazing buffs. In order to minimize the damage taken, and get the most use out of them, the guards need to attack first, but if they charged they would lose their d3 damage. To solve this problem, I was thinking of having skinks right next to them, so that when the guards get charged, the skinks will also be in combat. This way, he would have to choose between attacking the guards first and risk the skinks running away, or attacking the skinks and letting the guards do their damage. Is this a good strategy? If so, would it be better to give the skinks javelins since they will be so close to the enemy? Thanks in advance for your help!
nurgle still has old rules writing so they get mortals on a 6+ use starlight and he cant make the roll as all of his 6s become 5s
I was going to ask about that, but I forgot. I wasn’t sure because the core rules say that a hit roll of 6 before modification always hits. From what I understand, does this mean the attack itself hits, but since the Blightkings’ exploding 6 ability doesn’t say unmodified it doesn’t activate because of the modifier? Also, while we’re talking about the thicc bois, are you allowed to just choose who the blightlord is when you allocate the first wound, or does it have to be before the battle?
Yes the sixes will still hit but they don't prock the ability. no the blight Lord is chosen at the beginning of the battle and looks different from most of them normally
as for your initial question, the basic tactic is sound but skinks aren't much of a worthwhile target. Ignoring them and going for the guard first doesn't really have any negatives for him. If you swap the skinks out for something he'd actually want to kill it could potentially work.
I’m starting to think it probably isn’t even worth it because, as @Erta Wanderer said, I can easily take away their exploding 6s, and the mortal wounds only happen on a 6. Sort of off topic, but would it be theoretically possible to give a unit 1+ save? I know a roll of 1 is always a fail, but maybe if negative modifiers are applied (-1 to save rolls for example) would it then go to 2+? I can’t really imagine a situation where this would happen, but would it work that way if it did?