Alright, somebody suggested this tactic on the MWG forum, and I thought I'd see how some real Lizardmen players like it. Code: you start out with 6 units of 12 skink skirmishers, 2 of which are javelins, and the rest blowpipes. you also have a level 2 skink priest with plaque of tepok allowing them 3 spells increasing the chance of rolling for celestial shield, and you need portent of far, which is the first spell. you also need a medium sized water feature, so it's enough to hold at least 3 of the skink skirmisher units. move 2 units of blowpipes to the water feature, and have a units of javelins move near a enemy unit to harass them. keep the skink priest near both units so their spells are in range. cast celestial shield on the unit of javelins to give them a 4+ ward save. if you don’t have celestial shield have the javelins fire then march away. the blowpipe units need to seem as if they are just passing over the water feature for protection, not an ambush. when the javelin units get near the water feature and blowpipe units, cast portent of far on one of them allowing them to re-roll al 1’sin the magic phase, and then begin shooting in the shooting phase. the javelin unit will retreat into the water, and will help fire as well. the range of portent of far is 12" lasting only one turn, and the range of celestial shield is 24" lasting until the game ends or it is dispelled. remember to keep your skink priest within these ranges. this strategy should take from 2 to 3 turns, and could take down or send into panic at maximum of 2 units. also if there are multiple enemy units led into the ambush you have the other blowpipe units come in and help on the flanks.
Sounds overly complicated... And how many points is 72 skink skirmishers and a level 2 priest? Probably more than what the unit they are all targetting is worth. It relies on a bit too much to go your way, and really the water feature and priest isn't needed for 6 units of skirmishers to cause panic in a unit. Or maybe I'm missing something...
Thanks for the run-thru but it seems much to complicated. Now n days people have a lot of anti-magic and with that many skinks one wouldn't have much points for anything else to support it. Interesting tactic though. Never heard of that one before.
Isn't remain in play also ended when the caster casts something else? Those skinks + priest would be ~634 points out of my head.. I don't know how handy the shield is.. it's 'only' against Missle attacks.. I wouldn't use it.. What are the odds you got some water feature..Also, the target has to be in 12-8" range.Now I know it isn't impossible but i think it is too much drama to get it done and you get little in return.. Alot of skinks always work.. but keeping it simple works as good as..Also, how many times would your opponent fall for it?
i think he is using the water feature to retreat through if he gets charged since most units can't go through it i have a used this tactic to a smaller degree with a lot of success but the ammount of commitment to this tactic is outragous it would only be fesiable in 500-750 games in 2k you would not be able to avoid the charge and we all know what happens when skink skirmishers get charged
celestial shield is remains and play and will be dispelled should the skink priest cast any other spells whilst it is in play And i think you'll find portent of far only allows re-rolls of 1's for hits, wounds and armour saves in close combat