Hello, Slann - Lore of Light -Rumination -Soul Stone -Plaq. of Prot -Cupped Hands -BSB -Banner of Domination Scar Vet -Great Weapon -Light Armor -Shield -Horned One Saurus x22 -spears -music -standard Saruus x24 -spears -music -standard TG x20 -champ with Hornet Sword -music -standard Krox x4 Krox x4 Chameleons x6 Salamander -extra handler Salamander -extra handler total cost- 2249 SO OK Slann is build for survivability, but most importantly magic control. I am seriously considering tho switching out for the feedback scroll and bane head- its just to good not to. N.B. Lore of Light. yes, I think it's better than life. I personally run a tight formation, so bubbling those buff's is the way to go for me. The scar vet goes with the block of 22. with only I3 he's striking last anyways, so the great weapon is no big deal. The mount is nice due to the lack of stupidity. Plus now that whole block causes fear which is imo GREAT! turn whatever i'm facing into WS1, Ill do that! Saurus dont need any explanation. Kill kill kill. TG again no explanation needed. Had room for the Hornet sword so I took it. Krox. I dont see many people taking them 2x2, but its the way to go. Try for the rank bonus and all your going to do is lose one and have a really expensive block. But- take 4, and it doesn't look all that scary, but hits REAL hard. Most times they wont bother to shoot until they take 12 S6 attacks, followed by 4 S4 autohitting stomps. Oh, and they cause fear, and have 3 wounds... so yea, awesome. so i take two Chameleons... I love em. Personally I prefer them to Terradons but I wont argue against them. I like them because it forces our opponent to focus on something in their backfield that if left alone will put 12 shots on the closest artillery or range support- which normally have little armor. Don't underestimate the power of psychological warfare in this game; it's real and it will win you games. most people will use range to kill these guys leaving my blocks alone. Salamanders... No explanation needed. If you feel like you need one, go use one in a game and all your questions will be answered. They really are that good. Just remember, always keep them 8 inches out. If you do that, most times what you roll on the art. dice wont really matter (excluding misfires... it happens so just be ready.) So yes- thats my list! SIDENOTE- how to do I change my e-mail address on my account?
I like the list, it does look a little skink light to me but other then that, I think it should make a solid list.
I agree that I am very skink light- in fact, I don't have any "normal" skinks. The reason being as follows: For me, skinks serve two functions, redirectors and light range support. Redirecting: In 7th, I used Cohort extensively as the redirecting rules would allow me the occational flank charge, however, with the new rules, your redirectors will either: A- flee, which then your opponent will redirect into your main battle line removing the need for redirectors, or B- hold and since I bring only 10 will be outright killed. If I'm lucky i'll run pulling the unit out of position allowing me a flank charge. This is a viable option IMO. Bringing 10 jav. skinks will not only stand and shoot when 1 inch away (which redirectors should be), but will easily die. However, I don't think the 100 points (two blocks of 10) is worth the loss of Saurus. IMO, warhammer is not the stock market- diversifying is NOT the answer; an army should be focused, yet able to adapt. By reducing my Saurus number, I make my army dependent on the redirection. Light Range Support: Bringing skinks for their ability to harass but more importantly control the flow of battle, when used correctly, will swing the game. However, my list is not fast enough to use the advantage. So- again going back to being focused, skinks are not necessary in this role. Instead I use my Krox/sala teams to control my flanks. They either A- funnel the force into my core. Or B- quickly charge out to eliminate a threat on a flank. If your Krox/Sala's cannot control a flank, you have just been out-deployed. Remember the game starts WAY before turn one. But thank you for your comment! The only way to make a list better is to have people question your tactical thinking. If you see a flaw and I don't have an answer the list is doomed to fail.
I understand your view on skinks, but I'd like to add a 3rd and a 4th option for them. - War machine hunters: true, skink skirmishers aren't chameleons. But they can still help their more expensive cousin take out war machines and lone characters. - Flankers: The cohort with Kroxigors makes a very good flanking unit. With M6, some high strength attacks with the Kroxigors and the ability to shoot or stand and shoot, these guys are really nice to have around. Also, those cheap skinks make sure your Krox don't die early from shooting. It all comes down to personnal preferences. You could add a 16/2 Skrox unit and 10 skirmishers instead of your unit of 22 Saurus with spears. You'd gain a great flanking unit and add an harrassing one, which would ultimately allow your saurus blocks to make it in close combat in more favorable conditions. If you want to keep the saurus, you could drop a Krox unit, since you'd only really be loosing 2 krox. Once again, I totally understand your PoV, I just wanted to explain mine better. Finally, I forgot to say it in my 1st post but with lots of slow troops, lore of Life might be a better choice to make sure your units are big enough when they make it in CC.
Good points made. To be honest, I really haven't tried the Skrox unit. I will bring one out to see how it does on your recommendation. My only concern is giving my opponent T2 units to up the combat res. In your experience, did the loss of skinks swing the combat?
I use skrox all the time, and unless I've hit something really nasty head on, my rank bonus as well as the wounds the kroxigor have caused are enough to win me the combat. If not, I'll still almost always be steadfast. The unit works great as a very mobile tar pit, if nothing else.
OK- Army: 22.5B (the coding I use to label all my lists) SLANN -Rumination -Soul Stone -BSB -Feedback Scroll -Bane Head -Plaque of Tepok (NO SCARVET LIKE BEFORE) 2 identical blocks of Saurus as follows: 24 SAURUS -Spears -Music -Standard 16 SKINK CO. -2 KROX -Music -Standard 20 Temple Guard -Music -Standard Everything else is the same. 2 units of Krox, 2 Salamanders, 1 unit of Chamo skinks. AND- I LIKE IT! I did lose defense on my slann- so I will need to watch out. BUT I gain a strong side to my battle line instead of my symmetrical setup as before. Hopefully I can use that to my advantage in deployment. I also lost my scarvet- but Skrox unit should make up for that. So obviously the Skrox unit should be used to flank, but the world isn't perfect. What other kind unit would you gladly go head to head with? What unit would you avoid like the plaque? Thanks for the advice! ALSO- does anyone know if I can change my email address without setting up a new account?
The Skrox units aren't that bad in combat and can go head to head against certain units. Avoid combat monsters units such as Chaos Warriors, Swordmasters, Witch Elves and the like. Try to pick your fight against cavalry units or non-elite infantry. Really, just try to avoid units with a very high number of attacks. If you are using lore of life and boosting your toughness, it won't be as much a problem. Never forget you can stand and shoot as a charge reaction or shoot effectively on the march since javelins are quick to fire.