Salamander
The Sauric Ace
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So after having played roughly 10 hours of Metal Gear Solid last night I came up with an amazing idea in the latest of hours. So if it's not so amazing I blame the lack of sleep
I've always thought our army was kinda similar to orc and goblins in just one area. Both have the "brutes" (orcs/saurus) and the more nimble ones (skinks/goblins) who also happen to take care of monsters, machines and so on. The big difference is that while an all goblin list (with a few orc characters) isn't super competitive it's definately more viable than an all skinks list. The main issues with an all skinks list is that lack of proper hard hitting units and low leadership, so I came up with the following:
Skink chief to have Ld7, add 5-10pts.
New special skink unit
[insert sexy name of models here]
Price: 9-10pts.
M6| WS3| BS3| S4| T3| W1| I4| A1| Ld5
Equipment:
Blades of the Piranha: Amour Piercing.
Lustrian Javelins.
Shield and Light Armour.
Upgrades: Poison (close combat) - 1pts (skink cohort would pay 1pts as well).
Upgardes: Magic Banner 25-50pts.
Special Rules:
1# When joined by a Skink Chief they gain his Weapon Skill as long as he's in the unit.
2# When a Skink Priest is casting an Augment on this unit he does so with a +2 To Cast.
Comments:
I wanted the unit to be cheap yet effective. I didn't want it to have halbards due to Templeguards and I didn't think Great Weapons would be fitting at all.
S4 AP in massed numbers isn't going to melt monstrous cavalry, but they'll be able to handle most units. Considering their javelins they can both harass and stand and shoot and with poison in close combat they'll be able to bring down most bigger models.
With the current rules 9th Age rules they have a 4+/5+ save.
I wanted to create synergy with our current skink characters and WS4 for what is essentially an "elite" unit isn't too extreme. The downside is obviously that the chief himself is super squishy.
+2 To Cast it promote skink priest play (maybe add named skink characters as well). A lvl 2 would have a 4+ To Cast and with Lore of Heaven we can reroll a single dice so the casting power is relatively good.
The current Lore of Beast have Augments like Wyssan's, Frenzy and +1M/Swiftstride which would all benefit the unit.
Also combined with solardon they can gain I5 and hit simultanously with elves and various chaos units.
Obviously the unit isn't super competitive, but I like it. It's versatile and add some interesting play with the priest and chief. It's fluffy with AP and Poison and give us something we don't have - a special skink infantry unit. It's decently heavy hitting with S4/AP
I was actually thinking that some kind of melee focused skink unit, could be an interesting addition to the core section. I don't know if it fluff wise proper and I am too a saurus fan boy, so I wouldn't want a unit to out shine our SW
My idea would be far more mundane, though.
M6| WS3| BS3| S3| T2| W1| I6| A1| Ld6
I actually like your ideas for special rules, the skink chief, one could be potent. Maybe make them -2AP and then just as my example S3. While T2 is very low, I think they could be an interesting fill the gap kind of melee choice. Maybe use them against slow unit where they would gain the most from their AP, rules and the "high" WS, with a skink chief present?
The +2 Cast for Skink priests is actually a pretty fair addition, with this sort of unit. The problem with this, is that they essential is a jack of all, master of none, type of unit. They're fast, but not that fast, their AP and potential for good Ws, but not that good in combat after all, only 1 attack and, at least in my case, only average Ld (Cold-blooded 6, might be slighty better than 7, though). However I feel like they would surely have there use, if they also had poison, only issue, who would take them without
I like the concept, probably not likely to exist, but I like them!