Skinks only list. Has a stegadon, terradons, kroxigor, salamanders, chameleons, skinks, and an ethereal solo slann. Lords: Slann Mage-Priest Battle Standard Bearer Cupped Hands of the Old Ones Obsidian Amulet The Focused Rumination Focus of Mystery Higher State of Consciousness Ethereal with a 2+ ward save against magic. Heroes: Skink Priest Level 1 Ancient Stegadon with Engine of the Gods Dispel Scroll Amulet of Protection or something else that costs 15 Core: Skinks x30 Kroxigors x3 Musician & Standard Skinks x22 Kroxigors x2 Musician & Standard Skinks x22 Kroxigors x2 Musician & Standard Skink Skirmishers x10 Skink Skirmishers x10 Skink Skirmishers x10 Special: Chameleons x5 Chameleons x5 Chameleons x5 Terradon Riders x4 Rare: Salamanders x2 Extra Handlers x2 Salamanders x2 Extra Handlers x2 Total Points: 2497 All input is sincerely appreciated!
I'm sorry I make your list worth 2644? But I could be wrong. Some questions for you though. How would you set up your mixed spawn? It has to be at least 8 wide I suspect you intend to set it up ten wide? Remember that this unit is going to draw a lot of fire from fire support weapons and magic as it is pretty weak compared to the TG. If you loose a lot of your skinks, and you will this exposes the Krox to a leadership test ok as long as they are near your TG. But that is a real constraint. To counter this army I would be charging your skirmishers with buffed infantry they would loose and flee. Purple sun would rip through the TG. But personally I would just ignore your TG and take out the rest. Not sure it is a winning combination. But it is brave. Unlike a lot of lizzie players I do play a mixed spawn unit 16 skins FC with two Krox. I use it to support my salamanders to provide a relatively inexpensive medium to small sized unit that can hold their own in certain circumstances. It's job though is to get charged so the salamanders can kill off the chargers. Balance is key to all things and no less for warhammer. Skinks are great and have their place but so do Saurus. A final thought if you are determined to see this through then what about tetto'eko? He would be great especially against rats.
Double checked the points; it's definitely 2498. As for the skrox, I was hoping I could run only 6 skinks in each rank, making all the ranks the same size since six skinks equals three krox. Is that an illegal formation? I didn't see in the army book where it was. I thought the only stipulation was that the first rank couldn't be smaller than subsequent ranks. For the drawing of fire, I was also hoping I would be able to at least shut down war machines pretty quickly given three units of chamos and terradons. There is less I can do against just plain bowmen I suppose other than just kill them with skink shots . You're right about magic, but again, I am going to be counting on shutting down a pretty good amount of magic with the slann and priests. Although with 8th edition magic rules it's always risky to count on magic at all. I wouldn't be too worried about buffed infantry going after the skinks to be honest. They can flee the charge and the other units can continue to fire at will. What I am really worried about is stuff faster than my skinks. I'll definitely be aiming for cavalry with my salamanders if I can get them before they charge. You're right though; it will definitely be an uphill battle! Oh and about Tetto'eko, I think skink chiefs are awesome, but I'm just not sure how good they are. Have you ever played him?
yep, and it is the recommended one too I do not really see the point of the second priest. i would ditch him and get more units instead. 5 units of skirmishers is probably redundant, especially since you have the chamos and terradons too. you could reduce it to 4, 2 with blowpipes and 2 with javelins. You have 2 "real" units. the TG are probably fine, at least if you use life magic, but my guess is that the skinks will be a bit too small to handle a grind fest. they do not have much support to expect from other units, so i would increase the number of skinks by at least 10 to make them last longer. if you play any other spell school than life, i would probably bump the TG too. they can ill afford a few nukes with warmachines, missiles or magic (remember that you will likely not have the first turn since you have so many units). With life you could replenish them to recover, but with light they are gone forever. since you have so few "real" units, it will be imperative for you delay any deathstar you might encounter. even normal elite combat units could be a pain to handle. for this it may be worth to include some cheaper units for sacrificing than the skirmishers. 10 cohorts would do, but i would probably give jungle swarms(!) a try in this case. two units of one could delay any unit for two turns (by redirecting) and they are much more agile than cohorts, and thus might be better suited for your very agile army. over all i do not think that this is an incredibly good army, but it may still be fun to play, and you surely CAN win with it versus most foes. might as well give it a try
Yes I can see where five units of skirmishers might start to get in eachothers' way. Also, you're totally right about the priest. I'm not really sure why I was trying to take that extra one on foot. The math just doesn't work out with channelling to make him even close to worth it. I'll play with switching some of those points to add more ranks to the skrox and hopefully TG as well. I never thought of jungle swarms lol, but I can see what you mean. Skirmisher skinks are really not that cheap, and I definitely wasn't taking them as throwaways. I'll have to check out the rules for swarms; definitely something to think about.
I decided that if I was gonna do a themed army that I had better go all out. So literally no saurus or TG. Skrox will be the mainstay unit. One big block with two smaller blocks on its flank. Light buffs for the skrox will be the order of the day. Hopefully I can make them initiative and weapon skill 10. That slann is clocking in just under 500 points... It's especially dangerous given that he is just loose with no unit to protect him. In theory being ethereal and magic resist (3) with a 4+ ward save should mean something... Main thing on my mind right now: Should I drop some of those skink skirmishers and replace their points by increasing the size of the chameleon units?
Hi, Interesting list. If the slain is going to run solo you may want to consider the crown of command.
lose the MR3 adn go for mr2 , saves 20 points, and u get a 2+wsv instead of a 1+wsv vs magic, so its stil the same
I know you posted this a while back, but I only just now got around to changing it lol. Thanks for the good advice, I'm still new to the rules and didn't understand quite how magic res worked. I can't wait to get this list up and running though. I'll probably have to play some games with it before I figure out how I want to balance my core between skrox and skirmishers. Unfortunately I realized that I'm a very slow painter, and painting the almost 150 skinks (between the mounted ones, chamos, skirmishers, handlers, etc.) will take me an absolute age.