I wanted to bring back up an older idea that I've tried a few times to great success. It's a skink heavy army with 10 skink heroes in a unit. Slaan: mystery(beasts), rumination, cogitation, higher state, crown of command Skink Chief: BSB Skavenpelt Banner 9x Skink Chiefs w/ xhw 70x Skink Cohort w/ 5x Krox std. mus 2x 10 Chamo Skinks Steg 2x Salamander xtra handlers 1x Salamander xtra handler I'm at work so I don't have the complete list in front of me but this is the gist. The Slaan buffs the Skink Heroes and they go to town on whatever they hit. Redirecters are the biggest problem I've seen with this list. There are lots of targets for enemies to focus on so it can cause lots of confusion in what to do when facing this army. I've had success with it. I was wondering if anyone else has tried this out and what your experiences have been.
Not that this is all that meaningful, but fun fact: statistically, a single Dweller's below will kill just over 500 army points all by itself! Also: how are there a lot of targets? Doesn't everything just get thrown at the one skink horde?
Just when you thought you have seen every list possible, people always throw curveballs! As life star said, a dwellers would ruin this! As it is very much all eggs in be basket, Still it would confuse the hell out of people
it's a fair point about dwellers, however what are the chances of someone rolling it up and getting it off, it's bad if it happens but there's always going to be a rock that beats your scissors.
It is most definitely an all in one basket type army. What I meant by choices was that there are Chamo's running around which I've always had people try to target, as well as sallies and a steg. All of which are targets people will want to get off the board. This is by no means an army I would suggest taking to somewhere serious. When you get into combat with that horde and you have a bubble Savage Beast of Horros off it's quite comical how fast other things die.
could go for a second slann and make him death so you can nuke enemy wizards. Dwellers range is as bad as those Death spells.
The problem with Skinks is their WS 2 more than anything else; getting more Str doesn't really matter if you're only hitting on 6s anyways (especially due to Jungle poisons). I think the Light Slann by far the best choice here. You need the additional maneuverability and I and WS boosts.
Did we miss the part where the Skink Chiefs are WS 4 and I 6. Until they kill the skink chiefs no normal skinks will be fighting.
I guess I'm still trying to wrap my mind around this whole idea. In that case, why are you spending 350 points on Skinks? Couldn't you make it 30 + 10 Skink Chiefs, still have 5 Krox, save 200 points (enough to at least get your Chiefs LA), get more maneuverability, and still generate the same 50 WS4 S4 + 20 WS3 St 4 attacks? Though I will say, now that I look at the Frenzy + extra hand weapons combo, that is an impressive number of attacks. If you can avoid getting destroyed by magic and shooting, that block can kill basically anything in the game. With a boosted Savage Beasts you're getting, at my count, 80 WS4 S7 attacks + 20 WS3 S4 attacks per turn... yikes. The problem is just getting into combat with stuff that matters before shooting and magic pick you apart, which a smart opponent can probably stop from happening.
To have the 5 Krox you have to have a minimum of 40 skinks in the unit. So theoretically I could drop 30 of them. That would give me 150 pts to play with in core. With the unit the way it is at 70 strong with the krox it clocks in at 639 pts, so any skinks I take out would have to go back into core. One option is drop 30 from that unit to make it a little smaller(its nice to drop a huge movement tray on the board though) and add 2 units of 10 skirmishing skinks(140pts)
What happens when you fight a round of combat without the Toughness boosting spell? Looks like a lot of dead skink chiefs to me.
your aim is to kill the unit you are fighting before it goes. goal of savage beast bubble and/or wissans