8th Ed. Tarpit of nasties

Discussion in 'Lizardmen Tactics' started by wolfmage, Oct 1, 2010.

  1. wolfmage
    Temple Guard

    wolfmage New Member

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    Don't know if anyone else has tried this but I like the idea of horded skink cohorts 10by10 with a few Krox thrown in. Although it eats into points as it is I plan to run my bsb Slann just behind the unit lobbing flesh to stone and regen on the unit using all the power you can spare.

    The point difference isn't that much different to skaven and, if you factor in the shields, we are paying the same price as clanrats for lower toughness but higher standard LD. This unit has a potential toughness 6 for a huge unit of cheap troops.

    This generally means the unit has to slap your opponents nastiest formation and hold out as yo use the rest of your force to whittle your opponents force down eventually reinforcing the unit with something tougher like the Saurus.

    This is our equivalent to the zombie ressurection, Clanrat horde or anything else that is cheap and cheerful.
    Thoughts please.
     
  2. Kurlin
    Ripperdactil

    Kurlin New Member

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    The point difference isn't that much until you add the kroxigor then our unit becomes a lot more expensive. And honestly our cohorts will often lose to skaven slaves(without the backup of krox) which are much cheaper. Of course if you can get flesh to stone on that unit it would be very solid. Can only get regen on the unit if the Slann is in the unit if I remember correctly. And you don't want the Slann to be in the front.

    But if you like it go for it, depending on the opponent it could work well with the mv6 of the unit.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Speed of light or Briona's timewarp (lore of Light) make this unit pretty good too. With Briona's time warp, even the Krox get ASF. If you put a skink chief in there with a boost to his I (either the I10 sword or a potion), he will get to reroll misses. This makes him very powerful.
     
  4. Kurlin
    Ripperdactil

    Kurlin New Member

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    Actually the krox only get to strike in their initiative order since ASF and the ASL of the great weapon cancel out each other. So they still go last with their init of 1. Unless i am missing something.
     
  5. n810
    Slann

    n810 First Spawning

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    * Speed of light gives the (I 10)

    * Briona's time warp gives them (ASF)

    now Kroxigor are regular (I 10)
    so they will hit first against non ASF troops.
     
  6. Kurlin
    Ripperdactil

    Kurlin New Member

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    The way it reads to me is he is only using one spell not both. Since then he recommends giving the chief an I10 sword which would be pointless with Speed of light.
     
  7. n810
    Slann

    n810 First Spawning

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    Yea.... I would give him a different weapon....
     
  8. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I gave him the I10 sword on the chance that I did not get the speed of light spell off. That happened twice. That is what allowed him to reroll his hits on those two turns.
     
  9. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    I think I would rather give him an additional hand weapon or a magical weapon that adds to his Kroxigorian strength.
     
  10. wolfmage
    Temple Guard

    wolfmage New Member

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    When I said regen i meant regrowth sorry did'nt have rulebook in fron of me.
    Also on a skink chief i'd rather take the +2 str sword
     
  11. Khakorlot
    Saurus

    Khakorlot New Member

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    Whilst the idea is solid, I don't think it's going to be a lot of use. 10x10 is a big formation, even for 20x20mm bases. The sheer lack of manoeuvrability will be what ultimately dooms it. With a unit that big and expensive (500pts for skinks!) and with the Slann having to babysit it and lob all the spells onto it (spells that could be better elsewhere) you're paying upwards of 800-1000pts (Skinks + Babysitter excl. TG and Krox) just to have a unit that does something.

    With is being 10x10 you're looking at something that will draw templates from all over the board (there's little chance of any misses) and something that can easily be avoided due to it's lack of mobility. If there's no terrain on the board, you might get away with it, but if it's anything like our boards, you'll be led on a wild goose chase or smacked with a tarpit of their own. I for one will happily throw marauders at you, considering my units are A) Around the same cost per model and B) Smaller, thus cheaper that yours. If I kill something, all the better, if not, oh well, my unit did it's job holding you down for a turn or two.

    I also don't want my Slann near any combats unprotected, so I have two options. Buy TG and increase the cost of making the skinks work by another 200-300pts or keep the Slann, and thus the Skinks back. If some fast cavalry manage to get around the skink unit (on any board with terrain this should be relatively easy, trying to move 100 horde formation skinks when your surrounded by terrain would be a nightmare) then their first target is the Slann, then you've lost the only thing that actually made your skinks worth taking.


    It might just be me, but I personally don't like spending this many points on 1 skink cohort unit + a Babysitting Slann, that if he gets killed, ruins the whole plan.
     

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