Hi guys. What are your 2 cents about Skink Chiefs on Terradons? I'm considering kitting out a Skink Chief on Terradon to use in my 2400 point armylist, instead of 3 normal Terradons. I would try to keep the price along the same amount. Would this work similar to 3 regular Terradons? Better? Worse? I haven't had the most succes with 3 Terradons in my army, but I know they can be good. I just recently considered swapping them with a Skink Chief instead, maybe with an Egg of Quango, and probably a better AS. But what do you think?
Right now im using 2 ripper chiefs kitted out 2+ armor 2++ vs fire one with sword of striking and a jav the other with sword of might with jav. That way i can deal with etherals
Skink chiefs are good, but my preference goes to the 3 teradons. It's 3d3 S4 auto hits instead of d3, 3 javelins instead of 1, 6 wounds instead of 2... Of course the chief has a better armor save and Ld6, but anyway the 3 teradons are cheaper than a well suited chief. I always play 2x3 teradons and have no regret, but I think it's a matter of personal choice Both are good Hasael
I think you can get a well suited chief for less than 3 terradons... Chief Terradon Light Armour Spear Enchanted Shield Dragon Bane Gem Less than 90 points. Of course you can add on more toys (like the egg), but this guy is pretty solid for his points cost. Of course 3 terradons are also an extremely viable choice for the reasons mentioned by the posters above. One thing I like about the chief is that he has a much smaller footprint, and can often fit into a space within the enemy lines where 3 terradons might not.
As far as I understand, a Skink Chief on Terradon seems equally as good as 3 regular Terradons - it's a matter of preference. But do you guys feel like they fill out the same role in the army, or?
Yes, I think they definitely fulfill the same role within an army, primarily... warmachine hunting chaff removal "march blocking", frenzy baiting, etc redirection and annoyance clean up (like charging fleeing units and running them down or forcing them off the table)
The chiefs can fulfill a couple additional toolboxy roles (partly dependent on your list): Predatory Fighter Control - more likely to be able to position appropriately then a Priest on foot. Challenge acceptor - to allow a cowboy to assassinate a character Flame attack Blocker (like to hold up a K'daii, for instance) - assuming correct gear
Thx! Seems like something I have to try out! I'm kinda uncertain about a few rules though. When a chief rides a terra, he becomes monstrous cavalry, right? And what does that do? They share wounds and toughness, or? And do they then count as skirmishers/get -1 to hit with ranged weapons?
Bumps received for mounting a Chief on a Terradon: Highest Toughness (Terra's 3) Highest Wounds (both have 2) Fly, Flying Cavalry (gains Feigned Flight, does NOT gain Skirmish) Becomes Monstrous Cavalry (Gains Stomp, Immunity to Killing Blow) +1 Armor save for being mounted. Drop Rocks from Terra Remember that the model is effectively all 1 target now - just like a Cowboy. Having a character like this who can join units (not skirmishers) for protection purposes is a very key ability, imo.
I'm not sure what you mean by joining units? Could he say, join a unit of saurus during deployment, so enemy shooting attacks can't hit him if they go first, and then fly 20" away from the unit when he gets his first round of movement? Seems nice if that's the case, but I guess he'll lose the ability to vanguard then^^
A Skink Chief has toughness 3 as well. Not that it makes a difference, you still end up with toughness 3.
Yes, and Yes. Pretty awesome, right? Gah! Well you can tell how often I've used 'em without Terra's then, can't you?
Can he still Vanguard out from the Saurus', if I get lucky and start the game? And yes, seems very awesome actually
Remember that Vanguard happens before the roll for 1st turn. Generally, the rules are kinda murky regarding whether or not a vanguarding character can join or leave units during it's vanguard move. I think most opponents would let you leave, but it's harder to allow joining - either way it's not clear. Note that you can join and leave the units during the game at will, assuming neither unit had attempted a charge that turn, or is fleeing.
Alright, thanks for your help. Really appreciate it! .. Can you teach me something else, about charge-reaction: Flee, then? I some times place my 3 terras in front of a unit, out to the side, in order to force the unit to wheel to charge me, and get out of position. I used to place the terra's 1" away from the enemy infantry unit, but it seems like they get 2d6+movement on charge, where as I "only" get the 3d6 with highest roll. If said enemy has 5 movement, that seems like a risky tactic to me. Am I just doing it wrong? Should I stay longer away, or what am I missing out on?
I'm assuming that this could be somewhere else in the forum. The short version is - you don't flee with the Terras, you sacrifice them by holding. For more detailed advice - take a look at the following: Zahkarov's post via the Tactica index on Terradons High Elf Eagle Tips and Tricks Collinisimo is actually a friend of mine, and couldn't have been more that 15 or so when he wrote this tactica - kid's a genius!
Thanks! I have read some of the above, but guess I haven't studied it enough then Seems a bit sad so sacrifice my skink chief on terra, but guess it's okay if it is for a greater good