Skink
archangelvk
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RipperDerek said:So adding all that up, I came out to 2402 points. (I assume this is a 2500pt list, and there is a standard and musician for both infantry blocks).
Code:Slann Priest Scar Vet Saurus Skinks Temple Terradons Steg Salama Bastilladon
Here are some random comments with my opinions, though bear in mind I don't claim to be an expert, so take my thoughts with a grain of salt:
- Stegadon upgrades are expensive and in my opinion not that good. If you're paying for an engine of the gods and other upgrades, my advice is not to.
- 6 is a strange number of chameleons to me. If you want to kill cannons with them, at least 9 is the magic number, as it averages 3 poison shots (which kills all the crew on an average roll).
- Not sure that lvl2 upgrade on skink priest really matters. His job is mostly just to cast Wildform on the infantry
blocks, and carry a dispel scroll, right?
- Flaming banner doesn't seem terribly useful for TG. Standard of Discipline is only 5 points more and makes them all but unbreakable.
- Personally, I am not a fan of terradons. They usually die in combat before they get to attack due to low initiative and squishy profile, and I think Chameleon skinks are better war machine hunters. Also, Salamanders and Bastilladons are better at lighting things that need it on fire.
Hope that gives you some ideas. Other random thoughts - Amber Spear also seems good at killing the Phoenix, and your cowboy is tough enough to tie it up for several turns, especially if he can get some support from any magical buffs or heals.
Thanks for your input. Yah 6 chameleon skinks was all I could afford points wise. The terradons are just used to war machine hunt in case the chameleon skinks dont end up doing their job. I find with skilled opponents, they dont leave much space for you to scout close enough to their warmachines and so I was thinking of taking them out completely and having two units of 3 terradons. I was thinkinkg about rippers as well in an all comers list but their Initiative is low so against any elf or chaos army, id basically die before I could strike back.
I forgot to note that the stegadon had the sharpened horns upgrade but ive only been able to charge an enemy monster once with it. It did amazing so I think id kep it JUST to be safe.
Flaming banner is for those damn Hell Pits or units of 9 trolls that I see plenty of at the local store. I know we have the beam to get rid of opponents regen but just to have something that cant be dispelled that I know can negate regen gives me peace of mind.
I think I'll take your advice on taking the lvl 1 for the lore of beast to save me 35pts. I guess its not really worth the points for that extra +1 to cast... and i dont think ive ever had enough dice to use the skinks 2nd spell. Rarely do i get amber spear =(