updated list, tell me what you think. (refer to my latest comment to see how it fair against skaven) heros __________________________________________ 240pts skink chief (general); terradon mount ___________ 145pts - armor of fortune, sword of striking - blowpipe, shield skink priest (level 1) ___________________________ 95pts - diadem of power core ___________________________________________ 442pts skink cohort (16 skinks) ________________________ 212pts - full command - 2 kroxigor (2) skink skirmishers (12 skinks) ________________ 168pts skink skirmishers (11 skinks) ____________________ 86pts - brave - javelins, shied special _________________________________________ 234pts terradon riders (3 riders) _______________________ 100pts - brave chameleon skinks (9 skinks) ___________________ 108pts rare ____________________________________________ 80pts salamander _____________________________________ 80pts - extra handler total: 1000pts cheers, and thanks in advance. camo-skink
I play an all-skinks army myself, so I have a little experience to share. Here's what I would change: #1: Swap blowpipes on your skirmishing units for jav/shield. Sack the 11th/12th guys to free up some point if necessary. Blowpipes on regular skinks are just plain awful - you're going to very quickly find that you need 7+ to hit -way- more often than you'd like to imagine. Javs rarely need more than a 5+ to hit. Same range, except javs are better in every way. Plus, the shield is SUPER handy - 6+ ward save in close combat has made all the difference in the world more often than I can count. Every wound saved is a CR point against stuff that can't rack up a whole lot to begin with, like fast cav. #2: You need to decide what you want your general to do, and I promise you, at 1000 points, the answer isn't "shoot S5 shots." The number of things that actually care about your S5 shooting is very low. Because his LD is pretty important at this low level, I'd consider sacking all three of his current magic items and either getting Armor of Destiny or Armor of Fortune and a cheap magic weapon (I like the Sword of Striking myself), plus a shield. Give him javs, too, if you really want him to shoot, but he doesn't really need to. What he needs to do is try very hard not to die. Other than that, super fun list. A lot like my own, really. With only one mainline combat unit, though, you're going to have to be really careful and only let it get into combat with stuff -you- decide it's going to fight. And you autolose Blood and Glory right now, but I assume you already know that.
thanks for the advice, and it is great to hear from another skink enthusiast! as i am just getting back into warhammer, and staring up the new rules, i will respectfully, and trustfully, will take all your advice and put it to use. i am assuming that blowpipes have lost most their value in 8th edition. as a side note, i hope when the 8th edition for lizardmen comes out, that they will boost blowpipes and razordons (they just look so awesome); i hope they bring back the southlands list and horned one riders too. again thanks for your advice, and i look forward to fileding my new army. i also look forward to viewing your lists. thanks again, and yes, i did know about the blood and glory dilema. hope to hear from you again! camo-skink
Don't underestimate the value of having a Brave in your cohort unit for absorbing a challenge and maybe staying steadfast longer. As it's your main close combat unit, I think the likelihood of it running into a tough hero sooner or later is pretty high, and one skink getting overkilled beats losing that many troops.
I also am a proponent of the all skink army. I always include a champion in a unit of skink cohorts. If a character is in that unit, it is useful to keep the character alive as long as possible. Another overlooked thing is the use of Tehehuian. I know he is expensive for a 1k game, but he can beef up the other characters in the army (with good rolls for spells). Maybe even get the transformation spell.
hey all, just a quick update and report on the list. (i didn't really think this was battle report worthy since i didn't take any notes meaning its rather vague, but here is a summary.) so i played only one game with this list against and experience skaven player. lets jest say it didn't end well (my general and main block died in the 3rd turn, and my priest the 5th), but i had to stay till the end (i will fight to the end against the vile rat men! ) he said that my shooting phase was lacking for skinks (he also plays a small lizardmen army,) and suggest i switch back to blowpipes. along with that i made some other modifications as shown above. sorry xtapl. i played the skaven again with this list and did much better, but still lost. the javelins still made a good protection uint, as i was able to fend off 5 gutter runners. the highlight of it (but also the point where essentially lost the game) was when i charged into a large block with a hero with mine. i issued a challenge, which he maxed out for overkill (thanks for the advice Gor-rok .) next turn i charged his flank with the terradons. i eventually lost combat, but this game was much better. please comment on the new list. cheers camo-skink