SilverFaith said:
Pinktaco, what you need to remember is target saturation.
50 trueflight arrows means 5 blocks of archers. For that amount of points, you can field 15 skink cohort blocks. As we established, they'll take out about 4 skinks per unit per turn. So 3 of those 5 blocks is dedicated to killing 1 of our 15 blocks. Even if it takes 4 turns to get close, which is unlikely, you have lost 6-7 blocks of skinks, and still have 8-9 blocks left. So about 6 or 7 skink cohort units should actually be enough. That also saves you a hell of a lot points, and lets your heavier troops move in.
And this should obviously just be the screen. Now you charge your actual combat block into them, and finish off the archer blocks.
If they can redirect you all over the board, you are using your own redirecters wrong, especially considering how few redirecters the list you made has, compared to the usual skink cloud.
Dwarves are a problem because getting close is a problem, and doing something when you finally get there, is ALSO a problem. WE is easy as all hell to deal with as soon as you hit CC. If they were as bad as you claim, armies like VC would be chanceless against them, which couldn't be further from the truth.
Probably comes down to personal opinion, but I like the WE as an enemy, for the same reason my Dark Eldar army likes Tau in 40k. It's tough as hell to get into CC, but when you do, I always brighten up and enjoy myself. It's the exact same with Lizardmen against Wood Elves. Against dwarves, it feels like I'm playing against a Tau army that suddenly morphs into terminators when I hit CC. The best way of dealing with them is lore of metal, or Purple Sun, a spell that can VERY easily eat your own army if you aren't careful.
Maybe it's just me if they're so easy to deal with.
In an environment where you don't know who you'll be facing you'll be making an all-comers list.
You can bring 900pts of skinks if that's what you want. You can also bring 9 units of skirmishers at roughly 625pts, thing is though that unless you fill up the entire area around the slann you'll be struggling to reach all 90 skinks with your Ld Bubble.
Obviously though if you want to tailor the list you can bring down any lists, but honestly I've never seen anyone bring 15 units of skink cohorts. But maybe I should try it.
50 trueflights will do 18 wounds and make two skink units flee without chance of returning (less than 25% models left = snake eyes).
20 hagbane scouts at close range (15") will do 6,45 wounds.
Now maybe I'm wrong here, but waywactchers can have the multiple shot. At close range they'll do 11 wounds first round.
Should a unit of skinks get close to the Hail of Doom Arrows guy he'll remove an entire unit with that.
A couple of shots from the sniping waystalker and a shot from the glade captain will probanly add e few more dead skinks.
Obviously this is if everything goes according to the WE player. Fact is though that there's a likely chance he'll get first turn. He can remove over 1/3 of massed skink skirmishers before they even move. Luckily a shadow lvl 4 mage won't really hurt skinks so magic isn't the biggest deal here. Magic becomes a big deal if they can hinder our movement of our block(s) - At this point I'd assume the only block there is is a TG blocks house the frog.
-D3 toughness is rough, but should with waywatchers losing a single pip of toughness is basically instant doom to scar vets unless you're lucky. No hyperbole.
Then there's curse of anrahir from the sisters. So you basically have 2 movement spells to watch out for.
I think the worst thing here is that all of this likely happens before we move. It's obviously a bit of a gamble from the WE players side, but that's how it is.
Now obviously we have several counters to this and a list from me would probably include:
9 units of skink skirmishers.
1-2 units of terradons. Rocks are nasty against T3 and no saves.
Maybe 10 cameleons. Depending on what I feel like and amount of terradons.
2 salamanders with snacks.
a block of 30 templeguards.
1-2 scar vets.
1 priest.
slann with WD - so lots of magic missiles.
Putting scouts within 15" range is a gamble as well and maybe they shouldn't. But I still feel it's an uphill struggle.
They can still take out the immediate threats (out scouts(fliers), focus fire skinks and mostly deal with those before they're within range which leaves at least me with very little. Once 2/3 of the skinks are gone along with cameleons and terradons what's to stop them from avoiding the one block I have and redirect it? One can't redirect if all the redirectors have been shot moving up the board.
Obivously though one can take 15 cohort units (which is btw 900pts including a musician in all of those, a 24-30 model saurus warrrior and templeguard units two units of terradons, a pimped slann and a couple of scar vets and call it a day,
The reason I dislike the Wood Elfs is that if you're up agianst a smart player he WILL avoide you at all cost. He doens't have to take out the 1-2 block(s) you show up with. He'll just take out everything else and leave you not rolling your dice.
Are Dwarfs much better? Perhaps not, but at least you'll be seeing some kind of "fair" close combat.
I also find it troubling that you'll risk a 24 casting value spell to kill off some archers. The best targets would be waywatchers, but even then it's only around 200pts. But fair enough, I'm just not much for blowing holes in my guards.
Just a question though - do you seriously deply with 15 units of 10 skink cohorts? If yes have you thus tailored your list (which is fair enough) or is this your general setup? In which case how does it work out against other armies?
I'm just curious because I haven't seen anyone recommend that many cohort units and all would need musicians (which would also make rallying easier.
**EDIT**
Disregarding the 15 cohort units I'm personally struggling to deploy 9 units of skink skirmishers in a reasonable way.
Here's the issue: They're at Ld5 so they'll have to be within the slann. 2 things with that:
1) they can't all be infront of him and his TG unit or whatever you're using. So some of these will have to stay behind each other. Now include the 1" apart rule and suddeny you have skinks standing quite a bit away from the deployment line (which we would need to be as close to as possible).
Realistically I think one could field the skinks something like:
SSSSS SSSSS SSSSS SSSSS SSSSS
SSSSS SSSSS TGTGT SSSSS SSSSS
2) If we deploy like this the only unit we screen is the TG unit OR we have to the scar vets and salamanders further behind. Both units wants to be up in the face of our opponent as fast as possible
Alternatively one can spread out the skinks some more, but the 12" Ld bubble isn't exactly much ground covered. One can also have the BSB on a scar vet which would definately make him a priority target among the waywatchers, but cover more skinks.
Cohort skinks takes up less space, but there are also quite a lot more of them so I'd wager they're harder to cover. Cohort skinks also cannot march and shoot which IMO is a big penalty.
I think deployment is kinda tricky with a lot of skinks and you'll be restricting yourself regardless of how you do it. One can stay withing the bubble and thus make it easier for the WE player to avoid combat or spread out and make panic a bigger problem.