8th Ed. 800pt skink army campaign

Discussion in 'Lizardmen Army Lists' started by nashi, Feb 29, 2012.

  1. nashi
    Jungle Swarm

    nashi New Member

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    Playing a campaign with the local gaming group, there are some special rules with characters able to gain stats and conq. more territory for xtra points etc etc.

    I have made a 800pt skink only army based on harassment and hopefully avoid any melee confrontation.

    skink priest lvl 1 = 65
    skink chief+lightarmor,javelin,shield,add. handwep,venom of firefly + terradon = 111
    terradon x3 = 90
    skink skir BP 10x4 = 280
    chamelon skinks incl stalker x8 = 102
    salamander x2 = 150
    798pt

    The skink chief is the general.

    I had one test battle, and since my priest ended up failing with miscast etc I downgraded him from lvl 2 to 1 and added some xtra equip to my chief from the excess points.
    In that battle I lost badly, mainly because of bad luck on very important key battles. Also first game in 8th edition so some rules I wasn't fully aware of.
    Used skinks to sprint around as much as possible avoiding charges and leading his troops away from the main group, my terradons and chamelons were mainly used for flanking but because of bad luck ended up a bit useless. Salamanders was really worth their points.

    Anyone advice for a skink only army? Is the priest worth it at all, or just go with 65pts in skinks or something similar? maybe a small block of normal skinks.

    Another question I was wondering; in the game when he was firing at my group of 3 terradons+chief they said that I had to divide my hits between character and terradons since it was less than 5 units in the group. 20 bow hits, 6 on each terradon and 2 on the character. Or is all 20 on the normal terradons?
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    As for your question about allocating hits, I think they are wrong. Any attacks on the chief will benefit from the "Look Out Sir" rule if he is in their unit since they are monstrous infantry. Also, unless they specify they are targeting the chief, then the hits land on the unit first and the character last. Same as in close combat. (That's my understanding, so please correct me if I am wrong)

    Personally, I'd ditch the skink cheif. You can buy a brave for your terradon unit for less than half of his cost, but you lose the magical attacks from VoFFF. Plus he doesn't gain any additional wounds from the terradon like a normal skink does, if you want to think of it that way.

    I think a priest is worth it. Give him the cube of darkness or diadem of power. Make him Level 2. Put him on a Horned One to make him scary and give him a little armor from being mounted. That should be close to 200 points. Miscasts are an unfortunate side-effect from using magic, so don't let one game of bad rolling ruin it for you. The next game he might split a necromancer in half on Turn 1!! I've seen it happen...
     
  3. Omar
    Cold One

    Omar New Member

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    Actually the Look Out Sir rule only applies to template weapons and then only if there are five or more R&F models not including a champion. I believe that the rule was played correctly during that game. You can reference it yourself on pg 99 of BRB.
     
  4. nashi
    Jungle Swarm

    nashi New Member

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    Because of the campaign rules the skink chief now has an extra attack, so I think I want to keep him with that unit. Will be 5 attacks str 4 with poison, so aiming to use him and his small group of terradons to hunt down warmachines, wizards or small units of archers.


    With those targeting rules he will be a bit exposed, but I feel magic is a bit too random to base such a small army on. The priest would be even more exposed since the "safest" group i can put him in is with 10 skirmishers, or try to hide him solo. While with a cheap lvl 1 priest im still able to cast some things here and there. Miscast is also so more devastating when I only have 1 caster.
     

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