2250 tourney list Lord Saurus Oldblood Great Weapon, Light Armour, Charm Of Jaguar Warrior,Venom Of Firefly Forg Quetzl 207 points Heroes Saurus Scar- Veteran Light Amour, Sword Of Might Quetzl, Tzunki 129 points Skink Priest X2 Dispel Scroll Quetzl 120 points Skink Chief Sword Of Might, Cloak Of Feathers Shield, Light Armor, Scout 134 points Special Unit Kroxigor X4 Great Weapons 232 Terradons X4 Skink Brave 140 Rare Unit Ogre Bulls x6 Ogre Club, Iron Fist Light Armor Bellower, Standard 230 Lead Belchers X2 W Bellower 120 Core Units Saurus Warriors X 20 W Hand Weapon Shields Banner, Musician Quetzl 288 points Saurus Warriors X 20 W Hand Weapons, Shield Musician, Banner Quetzl 288 points Skinks X 19 W Hand Weapon and Shield Quetzl 119 points Skinks X 10 W Blow Pipe Quetzl, Scouts 75 points Skinks X10 Quetzl, Scouts 75 points Skinks X11 W Javelin and Sheild Quetzl, Scouts 81 2250 This army is my new army. I think I may eventually get rid of the Ogres or LeadBelchers and replace them when the new Salamanders and rules come out but till then Ogres. I've now face a crap load of Dwarves and VC and Daemons. This list is meant to take them out. I only have one Priest because he is just the range. Nobody will target him hopefully if he seems like he is doing nothing. Cheif is for Warmachines and Necromancers. Then will stall and kill the back area. Terradons will go with the Skink Cheif Criticize plz.
Not sure why you have the 19 skinks with handweapons and shields, unless you have the models and needed filler. I would take that unit and break it up into two units of skirmishers with blow pipes. They're still almost the same in close combat but now have the poisoned missle attacks, more mobility and seem to be regarded as more of a threat by enemies. Interesting touch with the ogres.
I have never used exactly 20 skinks. I like my skinkls when they get a charge to be able to still be a staller after. Besides +5 save ain't that bad. ( I also use Guard) Ogres are just plain awsome and couldn't resist Leadbelchers. Besides they are waaaaayyyyy better than Salamanders in looks and Pie plating.
If you're looking for something that is a staller for enemy troops, you may consider using Jungle swarms as they are unbreakable and can tie a unit up for at least a turn or two. Unit of 19 skinks w/ javelin's & shield: 114pts Unit of 2 Jungle Swarms: 120pts Consider for 6 more points you will get 1 more WS causing enemy troops to hit you less. The JS and skinks are the same toughness so an enemy will deal just as many wounds after hitting, but will hit less (slightly). This last part should be the clincher, if an enemy charges your skink horde and does four wounds, you will consequently recieve only one strikeback attack. The same enemy charging a jungle swarm which takes four wounds will have 10 strikebacks because one JS has 5 wounds and will still be alive after taking 4 wounds from the enemy, granting you your full 5 attacks from that model. The only drawback to the switch is the points (+6pts) and that 2 jungle swarms consume a lot less frontage than 5 skinks. Of coures, this works to your advantage in some cases when being charged by a very wide ranked up unit. Now, all of the above information aside, if you are not using current 6th (soon to be 7th) edition rules for your skinks, this tends to change the way that they are played. According to my understanding of the rules skink units may never take spawnings and while the rules do not specifically exclude skink units from taking spawnings all other units that ARE able to have been notated in the army book to reflect this. My Warhammer experience doesn't allow me to relate to anything before 6th edition as I began playing right as 6th was released and if your opponent chooses to allow you use older rules a ranked unit of skinks IS possible. Otherwise, I see a unit of 19 skinks that act as skirmishers. Hope this helps, and I mean no disrespect.
Np. I do think Jungle Swarms are crappy though. Tried using them but never were able to do much. I use the squad of 20 to make a very wide arc formation like so ______________________________________ It acts like a giant sheild which does very well I find. Then when the enemy charges they are caught by the blockade. True Jungle Swarms grant me a Smaller Frontage but skinks grant me Better Initiative Strength 5+ save and movement. Only thing that is worse is the WS.
This is based on the assumption that your opponent will allow you to give your skink unit Quetzl, as shown in the original list.
Ah yes, sacred hosts would most likely allow that. I don't know for sure considering I don't have that in front of me right now, but it makes sense.
i use a list with quetzl having screens with jav&shield... +4 armor save in CC is quite nice for such a low cost unit
Well consider the Salamanders are getting a downgrade why not take them now? Also, there is no new Salamander minis coming out.
Srry Razordon. But depends on their rules. Ogres though are fantastic. They cover the Lizardmen weaknesses.
I'm surprised you're not taking a Slann or at least spamming magical protection. VC's and Daemons are an extremely magical bunch not to mention their magic is quite capable of tearing through Lizardmen if used properly.