Saurus
Stahlax
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So I wrote up an idea for a 1000 point Skink army earlier and got some feedback. Tomorrow I'll (finally) play my first game, so I'm looking forward to trying a Seraphon army. Amped it to 1500 points, would like to see what your thoughts were.
The Shadowstrike Starhost is too good to pass up, I feel, with Stealthy Advance and The Trap Is Sprung respectively as a strong positioning tool and maximum damage efficiency. The Rippers are strong, but I think they'll be glass canons. Deal enough damage in the first turn (maybe take out a character) and at the least, distract them enough for a turn for my Skinks to get in range and do damage. The two Skink Chiefs are there to enable the two units of 20 Skinks. The presence of the chiefs, plus the fact that there are 20 models per unit makes them hit at a 3+(?), upping the chances to wound with those pesky 6'es.
The Engine of the Gods and the Starpriest go together, the latter buffing the former. When combat happens, this beast should be able to do some damage, the Phoenix Stone and the Starpriest in its vicinity hopefully prolonging the presence (and the damage done).
Finally, I succumbed and added some Saurus Guard. They are just so damn mean, I feel like they serve as a last resort for protecting the Slann or assist the Engine if things get worse.
I don't know. I really like the idea of a Skink army (and I think I buffed them as much as I can), but what do you think my chances are with this list? Love to hear your thoughts!
- Shadowstrike Starhost (120 points)
- Slann Starmaster (General, Strategic Genius, Talisman of Blinding Light, 260 points)
- Skink Starpriest (Talisman of Blinding Light, 100 points)
- Engine of the Gods (Phoenix Stone, 240 points)
- Skink Chief (Relic Blade, 60 points)
- Skink Chief (Relic Blade, 60 points)
- 20 Skink Boltspitters (Boltspitters & Star Bucklers, 160 points)
- 20 Skink Boltspitters (Boltspitters & Star Bucklers, 160 points)
- 3 Ripperdactyl Riders (140 points)
- 10 Saurus Guard (200 points)
The Shadowstrike Starhost is too good to pass up, I feel, with Stealthy Advance and The Trap Is Sprung respectively as a strong positioning tool and maximum damage efficiency. The Rippers are strong, but I think they'll be glass canons. Deal enough damage in the first turn (maybe take out a character) and at the least, distract them enough for a turn for my Skinks to get in range and do damage. The two Skink Chiefs are there to enable the two units of 20 Skinks. The presence of the chiefs, plus the fact that there are 20 models per unit makes them hit at a 3+(?), upping the chances to wound with those pesky 6'es.
The Engine of the Gods and the Starpriest go together, the latter buffing the former. When combat happens, this beast should be able to do some damage, the Phoenix Stone and the Starpriest in its vicinity hopefully prolonging the presence (and the damage done).
Finally, I succumbed and added some Saurus Guard. They are just so damn mean, I feel like they serve as a last resort for protecting the Slann or assist the Engine if things get worse.
I don't know. I really like the idea of a Skink army (and I think I buffed them as much as I can), but what do you think my chances are with this list? Love to hear your thoughts!