i call it Stalingrad. the gole with mass skinks is to waist time, to die well, and to hold the enemy back with weight of bodies.
first you need a summoning engine i run a EotG and a slann on cogwinds. then you have 2 options run a billion small 10 man units or try to pin them in the back feild. it go for pining so i use big units of 30-40 and try to make it a 1 drop.
saurus can't tarpit they only have a 5+ save just 1 better then skinks and they are much slower and cant withdraw. shur if you take 40 of them and buff them to high heavens they have 1 turn of good attacks before they are useless but thats it. naw skaven can kill things. it's not rare for me to shoot with 100 skinks and do no damage. when i say die well i mean just that skinks are great for dancing around the batle feild and getting in peoples way(this is where you use 10 man units) they are very resilient in small numbers dou to 10 bravery and i have driven people to distraction with 3 man survivers just rode blocing people. this doesn't work against flyers but nothings perfect. if you wan't to mix skink spam with something try thunder quake it lets you snipe key units wile skinks flood the board just be shur to protect the EotG
they will sit in combat for 1 turn and then you put more skinks in. . my favored method is to teleport 40 skinks in surround my opponent then charge in just to pull back to 3" that way they can only move 3" in there turn and i do this every turn just don't let them move. they die on my opponents turn but thats what summoning is for then i do it again. so to answer you question yes we can tarpit but not by taking damage but just having to many bodies to kill
we can teleport with LoSaT this gets your skinks to just out side of 9" you use the cogs to give them a +2 to charge then in the combat phase skinks can retreat instead of fighting pulling out just far enough so that they cant be hit so 3" a bit farther if they can fly so they don't jump the line. then you have a socond line 9 1/2" back to protect from a double turn
Sorry i should have been more specific. I meant how do the rules work in reference to keeping 3" from the enemy and it restricting their movement.
unless you can fly you can not move thrue a enemy model if you surround an opponents army with a skink line they cant get past your skinks are in the way then they are as far forward as they can get
Oh right I get you. I was confusing myself, cuz I think there's some rule about if you're within 3" of an enemy you're "in combat" and it affects your movement or something? But then they could just retreat. Unless they literally can't move cuz you're surrounding them. Last question is, with summoning, do you need to then have an extra like 40+ skinks just sitting off the table? or do people just use casualties etc.
the rule is if you are within 3" you are in combat and can pile in. and no unit can end a movment within 3" of an enimy unit both i own 200 skinks(becous i can get that many on the table at one time) and im normally bringing casualties back as new units
if your going all in then ya. but skinks are great suport for other things like thunder quake and shadow strike you don't need as many then
Shadowstrike is prob my fave list/build I've seen for seraphon. How does that operate? Still use your skinks to screen etc I'd assume?
yup you hit the oponents key units turn 1/2 with rippers then take all the points with skinks then you do your best to hold back the tide. you will be tabled by turn 4 but hopefully you've gotten so far ahead on points by then that it doesn't matter