Theory crafting lists focusing on chameleon skinks and think I really like the following fangs of sotek skink starseer - general - 140 Kroak - 320 Astrolith bearer - 140 Skink priest - 70 Terradon Chief - artifact - 70 10 skinks - 60 10 skinks - 60 10 skinks - 60 9 terradon riders - 270 20 chameleon skinks - 360 20 chameleon skinks - 360 Balewind vortex - 40 Extra command point - 50 There is no better value in a spent command point than a unit of 20 chameleon skinks shooting in the enemy charge phase. Even though summoning is dead this list will be bringing in 3d3 command points so a unit of skinks a turn that should still be able to scurry away with 4 4+ command points and 1 3+ command points per turn. useful command abilities 2+ Terradon bombs +1 to hit Shoot in enemy charge phase my struggle was the last 90 points. Unit of 9 terradon vs 12, 15 chameleon skinks vs 20 or no Balewind vortex and command point. Ultimately I chose a unit of 9 terradons because with the new bomb rule getting 12 bombs to drop in many cases will not work, the extra 5 chameleon skinks are better spent cp’s and the balewind vortex/command point make for more consistent game play and makes Kroak a much bigger threat (and can still summon d3 and cast 4 spells when popped). I’m also excited to see someone charge Kroak on a balewind with 40 models and watch Kroak attack them. Some day.
You know, I really like this but I dont think the Astrolith Bearer is really needed honestly, if you really need the extra summoning points take him out and see if you could fit in a Skink Oracle. But me being the cheesey person I am would take out the Bearer, the extra command point and throw in 10 more Chameleon Skinks, double down on that gimmick HARD
The astrolith banner has a lot of good reasons to keep in the list. Consistently summoning 10 skinks for an extra chaff wall is good but the bigger bonus’s are survivabiliy for my heroes (chance they won’t get 1 shot from a catapult) and the big thing is Kroak turn 1. Since were high drops, the astrolith and Kroak will always be my last drop and I’ll put him on the front line (as long as he wouldn’t be in immediate danger), if I have to go first which will be common he can cast balewind vortex 1” forward and it’s a 4” base whicb puts me 3” into the enemies deployment (for 24” gap missions) for deliverance so I can hit 1-3 units with this spell turn 1 I’m actually debating removing the terradons and chief for a big block of skinks and a starseer, getting them to a 3+, shooting and moving in the enemy charge phase and being a pretty sturdy block is appealing. Plus their damage output is better than the 9 rippers (when calculating the charge phase shooting and priest/starpriest buffs) except for the turn they use the bomb
I like the Starseer, Starpriest, and Priest buffed block of Skinks. They are brutal. Debating club or shield for the off hand. Leaning towards the Shield. Having 2+ save Skinks in cover is too funny.