Cold One
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On
my quest to keep Skinks viable, we're putting the little suckers out in droves...I think we might be Skaven now, but here we go.
Allegiance: Seraphon
Starborne : Fangs of Sotek
Heroes:
General: Slann Starmaster (260)
Trait: Great Rememberer
Spell: Celestial Equalibrium (Probably change to Stellar Tempest after)
Skink Chief on Stegadon (270) - Skystreak Bow
Artefact: Serpent-God Dagger
Skink Priest (70)
Skink Priest (70)
Skink Starpriest (120)
Spell: Celestial Harmony
Skink Starpriest (120)
Spell: Hand of Glory
Battleline:
Skinks x 40 (240) - Blowpipes and Bucklers
Skinks x 10 (60) - Blowpipes and Bucklers
Skinks x 40 (240) - Blowpipes and Clubs
Other:
Ripperdactyl x 12 (320)
Ripperdactyl x 3 (80)
Endless Spells:
Purple Sun (60)
Gnashing Jaws (40)
Quicksilver Swords (40)
Wounds 170 (Holy Sotek!)
1990 Points
ALRIGHT, so I made a list like this in the Rumour thread, thought I'd make it official, this seems a bit more killy too. SOOO What do we do? Well, as you've guessed we make two huge bombs of Skinks, Each gaining buffs from the Priests, allowing our boys to shoot on +4/+5 twice, we get the Starpriest to help and wounding on 6 is a extra MW, these unit shoot 80 shots each, if we have the CP (which hopefully we do) we can reroll hits of +1 (or a HANDY spell) and in Addition the tasty Fangs of Sotek CA to have another shot. These Skinks have a threat range of 27", if the Priest gets his prayer we can go EVEN FURTHER, so a first turn is great.
You may have noticed 40 of the Skinks have Clubs? Why? Well Mr. Stegadon in Chief had a dream, a dream of Skinks doing well in melee! Attacking thrice! Hitting on 3's , rerolling those 1s, wounding on 4s BUT causing Mortal Wounds on 6! They will probably die shortly after, but I see potential in such a potent unit potentially dealing so much damage in one turn.
What do we have above us? Ripperdactyls! Now you may notice I dont have a Chief, well we have so many Heroes now and definitely not enough Hero slots, so here we are. We have to be lucky with summoning points in hopes of getting at least 10 to bring him up. If not, the Stegadon kind of does the same job, if you can get both amazing, but if not oh well. Use these guys to target big bads, little bads, keep them away from Hordes tho, use the unit of 3's toad first, then the larger unit's the turn after.
And finally, Endless Spells, I've wanted to use these for so long, and complements the army nicely I think, Purple Sun for that extra horde you just cant seem to deal with, Swords for single unit targets, and the Jaws for a little bit of both, provided you can fly it properly...or use all 3 to make a roadblock, because you may just need that.
Luckily I have basically everything for this list, so pretty excited to try it soon, give us some feedback friends
Edit: Also been thinking about the usefulness of 10 Chameleon Skinks, just to bounce around and deal damage to heroes, so there would be Removing 6 Ripperdactyls for 10 Chameleons, which might not be too bad, give us a lot of options
my quest to keep Skinks viable, we're putting the little suckers out in droves...I think we might be Skaven now, but here we go.
Allegiance: Seraphon
Starborne : Fangs of Sotek
Heroes:
General: Slann Starmaster (260)
Trait: Great Rememberer
Spell: Celestial Equalibrium (Probably change to Stellar Tempest after)
Skink Chief on Stegadon (270) - Skystreak Bow
Artefact: Serpent-God Dagger
Skink Priest (70)
Skink Priest (70)
Skink Starpriest (120)
Spell: Celestial Harmony
Skink Starpriest (120)
Spell: Hand of Glory
Battleline:
Skinks x 40 (240) - Blowpipes and Bucklers
Skinks x 10 (60) - Blowpipes and Bucklers
Skinks x 40 (240) - Blowpipes and Clubs
Other:
Ripperdactyl x 12 (320)
Ripperdactyl x 3 (80)
Endless Spells:
Purple Sun (60)
Gnashing Jaws (40)
Quicksilver Swords (40)
Wounds 170 (Holy Sotek!)
1990 Points
ALRIGHT, so I made a list like this in the Rumour thread, thought I'd make it official, this seems a bit more killy too. SOOO What do we do? Well, as you've guessed we make two huge bombs of Skinks, Each gaining buffs from the Priests, allowing our boys to shoot on +4/+5 twice, we get the Starpriest to help and wounding on 6 is a extra MW, these unit shoot 80 shots each, if we have the CP (which hopefully we do) we can reroll hits of +1 (or a HANDY spell) and in Addition the tasty Fangs of Sotek CA to have another shot. These Skinks have a threat range of 27", if the Priest gets his prayer we can go EVEN FURTHER, so a first turn is great.
You may have noticed 40 of the Skinks have Clubs? Why? Well Mr. Stegadon in Chief had a dream, a dream of Skinks doing well in melee! Attacking thrice! Hitting on 3's , rerolling those 1s, wounding on 4s BUT causing Mortal Wounds on 6! They will probably die shortly after, but I see potential in such a potent unit potentially dealing so much damage in one turn.
What do we have above us? Ripperdactyls! Now you may notice I dont have a Chief, well we have so many Heroes now and definitely not enough Hero slots, so here we are. We have to be lucky with summoning points in hopes of getting at least 10 to bring him up. If not, the Stegadon kind of does the same job, if you can get both amazing, but if not oh well. Use these guys to target big bads, little bads, keep them away from Hordes tho, use the unit of 3's toad first, then the larger unit's the turn after.
And finally, Endless Spells, I've wanted to use these for so long, and complements the army nicely I think, Purple Sun for that extra horde you just cant seem to deal with, Swords for single unit targets, and the Jaws for a little bit of both, provided you can fly it properly...or use all 3 to make a roadblock, because you may just need that.
Luckily I have basically everything for this list, so pretty excited to try it soon, give us some feedback friends
Edit: Also been thinking about the usefulness of 10 Chameleon Skinks, just to bounce around and deal damage to heroes, so there would be Removing 6 Ripperdactyls for 10 Chameleons, which might not be too bad, give us a lot of options
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