This is an attemp of horde list against Empire: obviously, it will be centered in a hard htting core of slann & temple guards, but the main part of the list will be quick and big skink units. - Slann with hands of the old ones, cogitation, mistery, rumination. General and BSB - Scar Veteran with sword of the hornet and Dawnstone. Probably with the temple guard - 3 units of 40 skinks, with musician & bearer - 4 units of 7 chameleon skinks. - Lvl 2 skink priest with cube of darkness - 2 units of two salamanders each one - 1 unit of 28 temple guard with banner of swiftness The battle will be against Empire. I will probably use Lore of Life. The idea is to launch ASAP the skinks and use the chameleon to handle his shooting units. Ideas or advices? This is my first battle against Empire (and my 3rd in WHF)
Skink tides are nice theory and everyone (most assuredly me included) have dreamed about playing one. However what your going to run into is the biggest fall of the skinks. WS2 T2 with no armour. Your skinks will die in droves to even the likes of Empire throw away units (Militia). To combat this we need staying power of the Saurus. It's true that the units of 40 are large but if you run them in horde units they become unweildy and if you run them in steadfast they might have more ranks for a round or two but you'll find they die so fast you won't hold up for long. Remember also that while Empire isn't as cheap as regular skinks they can produce a sizable horde army which can stand up to a skink fest every day of the week and twice on saturday. Better stats, better armour, better weapons. Your TG unit is way to massive. The largest anyone really plays TG is 20 and that's a pretty hefty unit that never breaks. Alot of people are satisfied with just 16 TG and they do reasonably well. Lore of Life is a good lore to use. It's got the augment spells you'll need to toughen your skinks and bring them back to life. Another lore than you will find useful is Light but I'd probably stick with life as you'll need it for miscast protection and buff up your skinks.
"WS2 T2 with no armour" ACTUALY THEY GET A (6+) AS FOR THE SHIELD, AND THEY GET THE HW/SH WARD SAVE (6+)
Sorry, didn't mean to negate the 6+/6+. Thought it's a save in the very least you won't get it against anything in their army except swordmen, militia, spearmen and cc attacks with shooting units, oh and horses. Everything else will knock off your armour. But I suppose having a 6+ ward save is better than nothing.
What about this one? - Slann with BSB, cupped hands, charm of tepok, blessed totem, focus (Lore of Life), cogitation, rumination - Scar Veteran with sword of the hornet & dawnstone - Skink Priest (lvl2) wuth Cube - 4 units of 31 skinks (musician &SB) - 5 units of 6 chameleon skinks - 2 units of 2 salamanders - 20 temple guards with musician, SB (banner of swiftness) and revered with sword of swift slaying It's true the skinks have a very low endurance, but (with a bit of luck) with their good init, raw numbers and the surprise factor I hope they can do a good job.
Illigal list. may want to read the army-composition part of the BRB again - You can't have more than 3 specials in a <3k list. Also; I NEVER run my TG below 20 bodies. And i'm feeling a lot more comfortable when running 26 - Any opponent that knows what he's doing should be tearing that unit apart from turn one, and any smart opponent at this point bracket will find a way to do so if you go anything lower than 20.. from my experience ofc
Oh, dammit! I never remember that army building rule! Ok, list redone: could it be good like this? - Slann with Hands, Charm of Tepok, Focus (Lore of life), Cogitation, Rumination & BSB (Blessed Totem) - Scar-Veteran with Sword of the Hornet and Dawnstone - Skink Priest (lvl2) with Cube - 2 x 30 Skinks with musician & bearer - 31 skinks with musician & bearer & 3 kroxigors - 3 x 8 Chameleon Skinks - 2x2 Salamanders & 6 Handlers - 25 Temple Guards with musician, standard bearer, Revered with Sword of Swift & Banner of swiftness The temple guard will be of 26 lizards, as the scar veteran will go with them
I like it. I think the only things that I might change are add extra snacks to the salamanders (I almost always have at least one misfire). I would also put Krox in two units of skinks and use those to try to get flank charges around the other skink unit or the TG.
I think he is referring to the rule about repeating specials. You can only have three of the same special choice in a <3000 point army.