Rubber meets the road time... So I normally play my games at 2500. I just found out that the major IndyGT I plan to attend next month is only 2250. I had to find 250 points in this list to get rid of. Bleh. Having done that, I have two options left for how to spend 160 points. Which of these two options do you prefer? Keep in mind the army's synergy, and how adding either option affects the overall army's effectiveness... (I really do need your help - I'm at the point now where I need to buy and assemble one or the other of these. No more speculating - it's real deal time.) The core of the army consists of: Slann Mage Priest Focused Rumination, Becalming Cogitation, Higher State of Consciousness Lore of Light Cupped Hands of the Old Ones Divine Plaque of Protection Dragonbane Gem Battle Standard Bearer War Banner Skink Priest Cube of Darkness 24 Skinks/3 Kroxigor Full Command 24 Skinks/3 Kroxigor Full Command 24 Skinks/3 Kroxigor Full Command 5 Terradons 6 Chameleon Skinks Stalker 2 Salamanders Extra Handlers 2 Salamander Extra Handlers These are my two options that I am considering: #1: 10 Skink Skirmishers Javelins and Shields 10 Skink Skirmishers Javelins and Shields #2: 5 Terradons Terradon Brave There are probably other options, of course (I suppose more chameleons are on the table, or even more Salamanders), but those are the two I'm thinking about right now. One adds 20 poisoned shots per turn and 20 wounds, plus some screening ability. The other adds a second flying unit, 10 wounds, 5s3 autohitting S4 attacks per game, and the ability to threaten fast cav and war machines early. Anyway...what would you do? (I'm not adding anything else in, especially not Saurus or Stegadons, so those are not options. I'm looking to add one of these things or the other to boost the structural integrity of the army. Adding other stuff doesn't really help me at this point.)
As tempting as the terradons are, I would go for more core infantry. Running a skink army, you will need those 20 extra wounds.
I think I'd go for the skirmishers, my reasoning being that they would provide more redundancy of purpose. They can be used in multiple roles that support the unit of chameleons and the unit of terradon riders. As it stands you really only have those two units that are warmachine/monster hunters having extra two units will help you flesh out that role in battles where they would be required and they have a strong screening presence and support for the salamanders in the battles where they are not needed as warmachine/monster hunters. The terradon unit is not a bad option either as it helps again with redundancy of purpose but I think the versatility of the skink skirmishers really tips the scales (heh, no pun intended) in the favor of the skinks.
I would probaly drop the Terries since they aren't as effective as they used to be. and you allreay have some Chameleons in your army.
Slanny is right (I didn't notice that earlier). It is just not worth the points. Nine times out of ten, you will forget to roll his shots at the higher BS (at least I have in the past).