7th Ed. 2000 points, tournament skink army?

Discussion in 'Lizardmen Army Lists' started by thereal87, Dec 22, 2009.

  1. thereal87
    Saurus

    thereal87 New Member

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    Has anyone ever run a list like this? I am building up my base army now and after I have it all together I am going to build specialized armies. This is one I really want to try, but with such a huge dedication of time I want to see if other people have had success playing with something like it.

    100% skinks. No stegs, no salamanders, no razordon, no terradons, all skinks. Here's what you can fit into 2000 points with a dedication being on sheer numbers.

    skink chief
    LA, shield

    skink priest x2

    skink chief BSB
    LA, shield,

    3x 10 Chameleon Skinks

    195x skink skirmishers (seperated into 10-11 skink units)

    The focus being on use of poison blowpipes in mass numbers to take out even highly armored units. After all 8 bretonian knights can only pass so many armor saves. Thoughts?
     
  2. Enigma
    Saurus

    Enigma New Member

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    The problem as I see it is that the blowpipes have a short range, and with so many units you'll probably only get one round of shooting with a feww units, then those knights or other fast units will be in combat, which I don't really bellive you'll win with skinks. then they'll just beat unit after unit and over run into the rest of the army. With that many units I think you're going to have a hard time moving themm around without getting in the way of each other.

    Just my thoughts, otherwise it's an interesting armylist!
     
  3. erians
    Razordon

    erians Active Member

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    Move up to 12" away, shoot, get charged, flee as a charge reaction (hopefully rolling 7+ on flee) then shoot the failed charging knights some more. If this list ever gets into combat then its because he positioned his skinks badly and in a way that they can't flee (like being behind impassible terring). The only thing that will catch them is flyers.

    I do agree with you on that there might be problems properly position and manouver so many units, even if they are skirmishers. 3x10 Chameleons seems a little expensive aswell, a unit of 10 will never get to scout properly so they won't be good marsh blockers, and they pay a lot of pts for +1 BS.

    Your character selections is very....strange.... 2 priests provide decent magic defence and very limited offense, get scrolls or diadem for them since magic missles are gonne be this armies bane. You might want a Chief skink as general, but for the love of god take the stegadon helm so you at least have 8 LD (trust me, you'll need it when those terror causers are in range of several units of skinks). Id would also considering taking the War Drum on the other Skink chief, +1 to rally is gonna be priceless as you will be fleeing a lot, and you DONT need a bsb (no units should be in combat, thus no need to reroll break tests). Other than that I think the list is....interesting. I think its gonna have a lot of trouble taking a lot of VPs so don't count on any big wins, but there aren't really any VPs to get either so you probably won't loose big either.
     
  4. thereal87
    Saurus

    thereal87 New Member

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    I was thinking the chameleon skinks would be less march blockers and more of hit and run on war machines (stone throwers could be deadly to this army!) and also just destractions.

    I always take a BSB even if it doesn't really fit into the army like this one. It's more of a flare thing because I like to think of it as giving my troops of hundreds of skink canon foder a reason to fight. I will drop it for the steg helm though as that does make more sense.

    Also, I was thinking about giving a chief the Charm of the Jaguar warrior in place of the second and third units of chems. He could be useful against warmachines and also be an effective march block.

    But you also hit the nail on the head about why the army could be effective in tournament play. Good luck to my opponent getting any decent amount of victory points. I could easily hold objectives with say... 50 skinks, drop your general on a dragon like a sack of potatos and avoid combat with your unit of 40 great swords.

    So after considering the changes the list would go like this...

    Skink chief
    LA, shield, blowpipe, sacred stegadon helm

    skink priest
    2x disspell scroll

    skink priest
    diadem of power, lvl 2

    3x 10 chameleon skinks

    181x skink skirmishers

    So I increase my disspell dice from 4 to 6 and add two disspell scrolls. Increase several units LD to 8 (plus cold blood!) but lose a hero. The loss of the hero is ok though because I shouldn't ever be in combat anyway.
     

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