Wanted to get thoughts on viability of taking 20 Chameleon Skinks and stick them in a Realmshaper Engine. Pricey at 390 points. Looking at potential control of the board, that gives 40 shots at 16" (3+, 4+) and average 4MW +9 regular wounds (that could be saved). Also add in that cover gives a +3 save. Measuring range form the edge of the Realmshaper Engine, gives a few more inches overall footprint. Big thing is the cost of 390 points that you could put towards something else. Is this deathstar concept worth the cost?
This is a valid point. The RAW intent is to have a priest or wizzy sitting in it. The damage output of only 1-3 MW though seems a bit on the low side. My thought is you could get more damage output and threat range with using the camo skinks. I would think the total damage probability would also be higher. Threat radius for shoosting would also be larger. Assumption is 5" on a side for the model. Gives approximately 18.5" from center of Reamshaper Engine. Plus could measure from the closest point for ALL the models to fire. Could provide a good distraction Carifex with some staying power. Issue is the points cost and you also are not utilizing a main ability of the camo skinks to go in/out of reserve and redploying elsewhere on the table. Tradeoff of dynamic deployment to static deployment with higher probability of not getting killed. Command point them to ignore a battleshock test for additional standing power if they become targeted and are Temple-Host.
I looked at a previous posting regarding the Realmshaper Engine in the forum and also rules. Issue is the sequence of when the camo skinks enter the board. Shows it as the end of your movement phase, which would be after you have moved everything. Would take 1 turn to bring in the camo skinks and the next turn to garrison them. Would be nice though just to pop them direct in and out of the piece!
Thanks, that's kind of what I figured, but I'm still new to the game and find it a tad confusing finding information in the FAQs spread out everywhere, so wondered if there was something there I was missing.
You can immediately garrison the RE (or any terrain that can be garrisoned) if it's wholly within your territory at the beginning of the game, otherwise you must be nearby said terrain and then you "enter" it instead of making a normal movement. So things as chamaleon skinks, units teleported with LoSaT or called by Dracothion's tail CANNOT enter directly the RE.
Keep in mind, this is PER UNIT near the terrain piece. I am not super familiar with faction terrain of other armies, but I know certain armies clump around their own terrain quite often. If you play fairly dense tables (my group tends to), you may very well be able to get 2-3 or more units. Otherwise, it plays the guessing game with your opponent and forces him/her to spread his units out so that you can’t deal potentially 3MWs to a bunch of his stuff all at once. Look forward to the FAQ to get more clarity on deployment and garrisoning
Alas... I say we keep politely bombarding the GW faq email and get them to change it. 1) Garrison rules need to be changed so that only we can garrison (OR, no garrisoning are all, and priest/wizard just has to be within 3”) 2) Terrain placement issue still makes it useless up to 50% of the time, even if 1) is fixed.