8th Ed. Larger Units of Skirmishers, looking for opinions

Discussion in 'Lizardmen Tactics' started by Scalenex, Jan 13, 2014.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Last game I had my Skirmishers spending more time fleeing than not fleeing, many of the times due to panic tests due to casualties from shooting, magic, and even terrain features. Then towards the end I lost a bunkered Skink Priest to template weapons when there were just barely not enough models to get a look out sir.

    This got me thinking. If you want an expendable redirector, minimum size is probably best. But if you are taking Skink Skirmishers to defend Skink Priests and whittle down poorly armored monsters, I figure a bigger unit size is in order?

    What say you guys? 13? 15? 20? Or am I crazy for wanting BIGGER Skirmisher groups as opposed to MORE Skrimisher groups?

    My opponents are getting particularly good at deploying troops to block out my Chameleon Skinks. That our games are getting into the low end of grand armies so its even easier to fill up one's deployment zone. I'm thinking of just using regular Skirmishers to fling at war machines right from the start (since that's what my surviving Skirmishers do in turns 5 and 6 even in games I don't plan on it). Should THESE guys be fielded in larger units or is minimum size best?
     
  2. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    First off, I think the game is horrible on a 6x4 board with anywhere near 3000 points. I'm very biased though because I like MSU and skirmishing and hate huge blocks. Maybe experiment with 6.5x4.5? (15 inch deployment).

    Second, large units of skirmishers are effective in lists with an already ample amount of redirectors, especially if you have Blowpipes and the Enchanted Blades of Aiban or Hand of Glory spells (allowing doube-shot poisons at both max range and stand and shoot). They are fairly cheap spells that double the effectiveness of ~140 points of models. Not game breaking but a good bit of magic pressure. Of course your opponent will always have a movement phase to react, but marching 20 skirmishers 14"-18" and shooting seems like a hoot if you ever have the dice for a boosted Hand of Glory.

    Thirdly, remember that Skirmishers are Stubborn if the majority of the unit is in a forest. This will be important to exploit. Anything that can't deal 20 wounds in 2 phases can't risk charging you if you've got countercharge support anywhere near.

    Good luck.

    EDIT: Also, if you are having trouble with cornerhammer perhaps you need different wizard set ups to ensure you get one of the counterspells (Basically just Comet, but also Purple Sun against anyone but elves).
     
  3. JWK47
    Saurus

    JWK47 New Member

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    I find big units of cohorts can work effectively. Take like 20 and put them in 2 ranks, they put out a lot of firepower and a lot of units that a 10 man unit of skink skirmishers would have to flee from, they can shoot the crap out of on the stand and shoot and hold for several turns.
     
  4. n810
    Slann

    n810 First Spawning

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    I find 13 is a good number for skirmishers,
    as it makes it more resistant panic test from casualites.
    (Not evenly divisible by 4)
     
  5. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Can't make the table bigger unless we switch to Floor Hammer. That was okay in junior high but I'm over 30 now. The forest thing is worth keeping in mind (forests are the second most common terrain feature) but I have been having bad luck rolling disadvantageous mysterious forests a lot. Not sure what you mean by different wizard setups.

    That's why I included 13 in the short list of possible Skirmisher sizes. I figured that would be cost effective.

    I take 20 Cohort Skinks on every list, but for different reasons. I take them mostly to occupy buildings and rain javelins on my foes. Buildings are the most common terrain feature statisticaly on the terrain chart and I make sure there is a building centrally located nearly ever game. Sometimes they provide late game flanking charges to support my Sauri.
     
  6. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    Or you could ask to play 2400 :p
     

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