I have been running with some success the following as a tourney list: Slann, loremaster High magic, +2 dice channeling, channeling rod, stubborn crown, bsb +1 ld 20 skink cohort, muso 10 skink cohort 6x10 skink skirmishers with javs 7 chameolon skinks 2 baby stegs, horns 2 bassies 2 ancient stegs, horns It absolutely rules vs unarmoured units and is fast and maneauverable to play. 2+ armour makes me sad though. Even saying that, the slann learns lore of metal and deals with them. Nurgle WoC is big here but they just cant deal with that much shooting and big guy charges. Its far stronger than I thought. Initially I used it to see what would happen.
IMO way too little discussion of skink clouds in this forum as I still think they are one of our strongest builds. I see people keep talking of fielding big blocks of saurus and templeguard that get mauled by almost everything out there that matters and I cringe.. What's the role of the bassies in the list? Even though the bound spell is potentially very good for 1-dicing, they are slow and can't fight and doesn't seem to fit into the rest of the list. For a little more points wouldn't a scarvet cowboy be better? Baby stegs, do you find them useful for their points? I find that they are only ever worth bringing if you really want another stompy dinosaur after you have already brought 2 ancient stegs. Sharpened horns upgrade, are they worth it? It's only 20 points, but damn points are tight in a skink cloud list, and the upgrade would mean that I have to drop a salamander to fit in the rare slot allotment. Some units that you didn't bring, such as terradons and salamanders. Do you miss them? Or find them unecessary? I would have thought that with so many dinosaurs on table you would want terradons or more chameleons to neutralize warmachines asap. And do you think you can handle massed infantry hordes without salamander support? Thanks in advance! Always great to be able to discuss skink cloud tactics.