8th Ed. Does Hand of Glory Make Chamo Skinks Redundant?

Discussion in 'Lizardmen Tactics' started by Kaughnor, Jan 28, 2014.

  1. Kaughnor
    Saurus

    Kaughnor Member

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    Played my first game last night at 2k points. I ran a unit of 7 chamo skinks that were great, yet could not quit kill a 4 wound cannon on turn one for me. This resulted in my carnosaur taking a cannon ball to the knee and going down opponents turn one. My points are tight right now and I want to give my skarnosaur a charmed shield. I can replace the 7 camo skinks with a skink chief on ripper with spear, shield, LA. This leaves me 5 points to pick up the shield. I loose the chamo skinks though.

    But, If I march skink skirmishers up 12 inches and then cast hand of glory for another 10 inch move I now have a unit of skink skirmisheres in range of warmachines. Is this a viable replacement for chamo skinks?
     
  2. T_Saurus
    Cold One

    T_Saurus Member

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    Being able to scout is still preferable to the skink skirmishers as scouting is more reliable I would say. I am curious what 4 wound cannon you were fighting? It's not surprising to me that a unit of 7 can't take out a 4 wound cannon (doubtful it takes a 3 wound cannon out either).

    I like to run my Chameleon skinks as 9 to help reach the 3 poison shots I need.

    But I challenge you, why NOT try that new plan out? It may work better for your playstyle to do it this way.
     
  3. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    sounds like you are mixing up Walk between worlds and Hand of Glory?

    and I wouldnt think so.
    Remember: magic is not something you count on, ever. You have no guarantee that your slann gets it off, it can be dispelled, and most generals will as they know it to be a gamechanger by now.

    Chameleons are reliable in the sense that you can always know what you get.
     
  4. Sleboda
    Troglodon

    Sleboda Active Member

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    Never. Ever.


    Ever.


    Trust in magic as part of a plan.







    Ever.
     
  5. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    and may I add another:
    "
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    ever
    "
    in good spirit?
     
  6. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    Let's pretend like you're going to always be able to cast hand of glory.
    Why, or why, would you want to target a skink unit?

    If you can cast hand of glory, the correct unit is the big block of Razordons.
    WS5 BS5 Init6 with loads of S4 shooting and S5 attacks is simply awesome.

    -Matt
     
  7. Kaughnor
    Saurus

    Kaughnor Member

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    Oops, I did mean walk between worlds. So looks like the consensus is that chàmo skinks stay. This is my current 2k list.

    Slann - life, bsb, channelling staff, convergence, becalming

    Scarnosaur - gw, la

    24 saurus - full command, spears
    2 x 10 skirmishers blow pipes
    10 skirmishers javelins

    20 temple guard - banner, champion
    7 chamo skinks
    Bastilidon

    Ancient steg - sharpened horns.

    Rather than drop the chamo skinks I think the bsb will go. That gives me the points to take loremaster, soul of stone and a dispel scroll. Also I can give the scarvet charmed shield and ironcurse icon.

    So I keep my 14 poison shots from the chamo skinks and potentially pick up 10 more poison shots from the javelins. Figure the javelins would best be used for spell giving me a potential 34 inch threat range. 24 poison shots on average should get me four wounds. Also the cannon that I'm facing is the 4 wound warp lighting one from skaven book.

    Thanks for quick reply everyone.
     
  8. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

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    Good lawd I'm happy I've moved up from 2000pts games. They felt so restricted and looking at your list I see why. Anyway try and squeeze in at least 10 chameleons. Split them into two groups. I've come to learn that you need 10 chameleons to reliably take out a cannon with 3 wounds/crew.

    Personally I'd just drop the channel staff and discipline and use a regular lore to save points. Since you use him with your guards soul of stone should come on handy. I'd also advice you to drop the carnosaur at this point level, but on the other hand if you really want him that's fine.
     
  9. Kaughnor
    Saurus

    Kaughnor Member

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    Ya, I think I agree cheap slann is the way to go. Dropping the slann down to only holding a dispel scroll and soul of stone free's up the points to buff the chamo skinks to 10. I was original trying to build a hard list but the rule of cool took over. I've decided because I really don't know this game that well I'll learn the ropes with models I like. That is why I've taken the carnosaur at such low points values.

    I've had 3 games now, 2 at 1500 points and one at 2k. My Slann has not been the powerhouse mage that I though he would be. I really liked the idea though of surprising an opponent with an extra group of ten javelin shots from the skinks or 4d6 poison shots from the steg. But I appreciate having 10 chamo skinks is a lot more reliable.

    If I just take a level 4 high magic lore with no loremaster I should have good odds of prioritizing one spell (namely walk between worlds). This should allow me then to potentially have 30 or 20 + 4d6 poison shots first turn going into a warmachine. I'm really torn though on whether taking lore of life is better for my list vs high magic. If I prioritize thrown of vines when rolling for spells I can shave off another chunk of points by dropping the soul of stone. The heal effects are great and the signature spell works well with the temple guard. The 3 remaining spells I roll then will be gravy no matter what. But high magic has so many cool spells. Plus I can prioritize spells for the early game and always opt into either of the 2 signature spells late game (or any other sig spell for that matter).

    I think I'll try this list out next Monday at 2k:

    Lord
    Slann - high magic, dispel scroll, soul of stone

    Hero
    Scarvet - enchanted shield, carnosaur
    Core
    24 Saurus - full command, spears
    2 x 10 Skirmishers - blow pipes
    10 Skirmishers - javelins

    Special
    2 x 5 Chamo Skinks
    Bastilidon
    20 Temple Guard - champion, banner

    Rare
    Ancient Stegadon - sharpened horn
     
  10. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Assuming your spell doesn't get dispelled, why would you want to move Skirmishers with Hand of Glory when you can move a dinosaur or block of infantry?

    10 Skirmishers aimed at the enemy gun line or 50 Cohort Skinks? You tell me what's scarier!
     
  11. Noveltyboy
    Skink

    Noveltyboy New Member

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    II have never used chameleon skinks myself but I did play a 2k siege game last weekend in preparation for blood in the badlands campaign and for fun took a unit of 30 skink skirmisherss with blowpipes. First turn moved then 2" from the wall then h.o.g them up to bs6 and destroyed a units of 8 ogres holding that wall. Next turn w.b.w them inside and killed his bsb with bs5 shooting.

    Not a reliable tactic as I got lucky with power dice but dont discount it.
     
  12. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    You just invalidated everything I wrote in this in this Tactica pretending to be an expert on Siege warfare. I repeatedly stated that shooting was a dead end for siege attackers.
     
  13. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    arent they 10-20 unitsize?
     
  14. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    No longer, 8th edition army books rarely put a ceiling on unit sizes.
     
  15. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    I see....

    HUEHUEHUEHUEHUEHUE :walkingdead:

    in an ETC environment this changes things A LOT for me! (max 4 skink skirmisher units)
     

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