AoS How should i build my skinks???

Discussion in 'Seraphon Discussion' started by Ejay, Sep 3, 2016.

  1. Ejay
    Skink

    Ejay New Member

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    With blow pipes?? Javelins??? Or clubs

    I usually play at 1500 points...matched play
     
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  2. Bowser
    Slann

    Bowser Third Spawning

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    Blowpipes and shields would be the way I go. Better range. Which they need. You can buff the hit and wound. But shields are a must.
     
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  3. Warden
    Slann

    Warden Tenth Spawning

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    shields looks cool :vulcan:
     
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  4. Raptor_00
    Skink

    Raptor_00 Member

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    Not clubs, Skinks won't last long in combat.
    Shields yes (regardless) to stop -1 rend from hurting you.

    Neither option is great. I'm not a fan of regular Skinks. They're better in a swarm because you can get +1 to hit at 20 models and +2 at 30. That said, I won't move that many around as it's to cumbersome IMHO.

    If you take 20+, blowpipes are the better option because you'll get shooting in at longer range and then a Wary Fighter out before they take melee damage. You'll still wound less but should get two rounds of shooting before you get charged. Getting more hits in means the higher to wound value is less of a problem.

    At 10 Skinks, Javelins are better. You won't get the +1/2 to hit so you need to wound more often and thus need the better to wound roll.

    So it depends on how you want to use them. If Skinks are going to be the bulk of your army an your Battleline troops, get lots and go blowpipes/shield.
    If you're like me and don't want to more lots of models and use Saurus Warriors and Guard as Battleline, then go javelins.

    If you can't make up your mind and like converting: put javelins in one hand with the shield over that arm, and then the blowpipe in the other hand. Now they can be whatever you like.
     
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  5. N1nj4
    Jungle Swarm

    N1nj4 New Member

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    I gave my skinks blowpipes and clubs, so if they were in combat they have more of a chance, and put the stardrake shields on their backs. This way they can get the shield buffs without needing a third arm! :D Plus it looks pretty cool...
     
  6. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Try building a skink army with the Thunderquake starhost, or the Heavenwatch starhost :) Or the shadowstrike one is also pretty great!

    This will be my competetive build:

    "Skinky Hurricanum

    Hurricanum (can't gain save rerolls, but I can buff him with curse of fates and mythic shield)= 320
    Slann Starmaster= 260 (general)
    Starseer= 160

    Unit of 10 skinks= 80
    Unit of 10 skinks= 80
    Unit of 10 skinks= 80

    Thunderquake starhost= 120 (always savage)
    Salamander/Razordon+handlers= 100
    Bastiladon with lazer= 300
    Stegadon= 260
    Engine of the Gods= 240"

    With the Hurricanum buffing my skinks.

    Or this one with just Seraphon units:

    "Skink power!

    An army more similar to the army I used in my very first match.

    Slann Starmaster= 260 (general)
    Scar veteran with battle standard= 160
    Starpriest= 100

    Unit of 10 skinks= 80
    Unit of 10 skinks= 80
    Unit of 10 skinks= 80

    Thunderquake starhost= 120 (always savage)
    6 Kroxigor unit= 360
    Bastiladon with lazer= 300
    Stegadon= 260
    Troglodon= 200

    Or I can also take a second Stegadon instead of the Bastiladon, and get a Engine fo the gods"

    The trick with Skinks is to have a good dino front line!
     
    Last edited: Sep 14, 2016
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  7. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Ehm.. ok here goes my noob question :

    Bought the new AoS skinks and I am building them. I want to make them have blowpipes and shield but I see no "free left hands for it". All the left hands inside the box carry a weapon. I feel really stupid for asking this but do I have to destroy the armed hands and just stick the shields to them ?
    Cause I see no other way ?
     
  8. tom ndege
    Skar-Veteran

    tom ndege Well-Known Member

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    Yep! That's it. Cut off the clubs and but on the shields...
     
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