Ok so jav skinks are just about my favorite unit we have for core. But what do you guys feel is a good number to run them in? I feel that 10 is awesome cause there so.cheap and all, but for the few extra points I'm kinda feeling that 13 is better. The way I.figure is then in order to make them panic you have to kill 4 which is generally hard for just 10 enemy archers to do. Now if your opponent wants to make them run he must throw extra at them. I run so many units of them but when one panics which they usually do if not near the general any skinks I have nearby run too. What do you think? Am I being to worried about it or is there some merit to my thinking.
10 for Skirmishers: cheap and disposable. A couple more won't matter for the purpose that they serve (shooting fodder or redirecting). I've been using a couple of 10 Skink cohorts, too, but I've noticed that other people are looking at 15-20. Slightly more expensive, but they do a much better job of holding stuff up for longer. I've been considering knocking my Skink-Kroxigor horde down to just 3 Kroxigor in order to give them a try.
For100 ss you can get a horde of skinks which, if you reform into 20x2 you get 20a poison shots with another 20 on the stand and shoot. With okkams your javs would be str 5 as well. I like adding a krox to make them ld 7 with fear (don't have to take terror tests!)
Considering panic thresholds can be useful, and 13 is indeed a decent spot in that regard. That said, I don't think that it's worth it. Especially if you, as you say, run lots of units. Three units of 13 is basically four units--which I think is far more effective. As I recall, breaking friendly models (from combat) cause panic, but simply fleeing does not--unless they flee through another unit. If you're fielding so many skink skirmisher groups that they're stacked up behind each other, you're asking for trouble. Cheers. Andrew
I've never seen someone run skirmishers in unit sizes larger than 10. Cohorts i see in little units of 20.