8th Ed. Trouble with Skinks

Discussion in 'Lizardmen Tactics' started by Carnivorous, Nov 13, 2010.

  1. Carnivorous
    Skink

    Carnivorous New Member

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    Hello

    I'm new to this army, except for a few 500 pts skirmishes.
    I've tried to get a bit of a 'feel' for a few different units but am pretty disillusioned with skinks.

    1) Regular skinks are "ok". Their throwing spears means no -1 deduction and they can move six inches, effectively giving me 18 inches. And they can stand an shoot at all circumstances.

    2) But seriously, I can't wrap my noggin' around skirmishers! And so many people use them.
    Range is (again) a measly 12 inches and it's not a throwing weapon so -1 to anything over 6 inches.
    So, if I move (-1) shoot at over 6 inches (very likely, again -1) and actually fire the blowpipe twice (again -1) I need a 7 to hit (first I need 6s and then of those I need to roll 4+ for a hit. At this point my friend told me that if I do it that way, those hits don't count as poisend anymore, so I chose for the remaineder of the game just to fire single shots). Obiously I won't hit very much that way.
    Asuming I am moving within the six inch range, I can now fire the double shots but still need sixes [insert: that a ranged unit seems to need 6s at most times to hit is something I have trouble dealing with], I get charged next round and likely routed.
    Add to that, that there's something I heard about not being able to Stand and Shoot with these guys within 6 inches? Can anybody confirm.

    Tell me I am doing something wrong, please! If this is really how effective they are, 7 pts/ model is outragous. And lets not EVEN get started on the WS and T of 2.

    Does anybody share this sentiment? I would really appreciate your advice and experience on this.

    My thanks in advance

    Carnivorous
     
  2. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    But, you can march and shoot. Hang back till you need a solution then move right in to within 6", into a redirection position and let loose.

    Skinks aren't supposed to live or even do much damage (that is Chameleon skinks), they are just a great redirector.

    Regular skinks are ok. But they can't pump the 20 shot firing solution onto that Giant etc. They also cannot fire after marching. Both the skirmishers and the cohorts have effective range 18". But the cohorts move to 12" away and fire 10 shots at 5+. Skirmishers move to 6" away and fire 20 shots at 6+ (or 12" away and fire 10 shots at 6+, which against T4+ targets is almost as good as the cohorts. Note that they have 24" threat for this).
     
  3. Carnivorous
    Skink

    Carnivorous New Member

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    Thanks for the input. Well with that marching rule, it starts making more sense

    Where does it say that they can march and fire? In the rulebook I couldn't even find anything on blowpipes and the few lines in the codex don't reveal that.

    I see now how chameleon skinks have 'sex-appeal', with a BF of 4, they can still double tap at range 12 on 6s
     
  4. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    Its in the Skirmisher rules page 77.

    I've never seen anything sexier than a Chameleon skink. Plonk them 24" or less from an artillery piece with scout. If you get first turn the artillery piece is taking woulds before it can do anything. Its a long shot to kill it in 1 hit, but its only a damn cheap unit of skinks. You can always follow up in turn 2 with some regular skinks moving to within 12" and firing single shot to finish off that cannon you left on 1 wound.

    EDIT: Also if you can work the angels right you can make it so your chameleon skinks can't get charged in the opponents responding turn 1. This normally causes panic as all their stuff is gonna die to 60 point units of skinks. If they start breaking up their line, you win. Note that the second time you try this the opponent will turtle up better and it won't work.
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Speaking of chameleon skinks, I am facing HE later today. I know teclis will be in that bunch too, so I am taking Oxyotl so that I can pick him out of the unit at a -1. Should be fun!
     
  6. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    I think Oxyotl is a bit too expensive for what he does. IMHO
     
  7. ancient stegadon
    Cold One

    ancient stegadon New Member

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    and afther all he did not do anything in your game where you did win in the first turn XD
     
  8. Mutten90
    Skink

    Mutten90 New Member

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    Also going back to the question, they also get a free reform, so you can put the right to the side of your opponents army within 12"(or even 6" if you are really lucky) and then reform them so they are facing the target and let the poison fly! and then they can't even charge you to get rid of them.
     
  9. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Actually for Teclis sinping nothing beats the blood statuette of spite, works moderately well on T3 casters too.
     
  10. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Oxyotl did work in a way. The HE player was worried about him. I guess it worked on a Psychological way.
     
  11. Carnivorous
    Skink

    Carnivorous New Member

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    thanks Mutton but could you maybe rephrase that? I don't think I can fully picture in my mind what you mean
     
  12. Chahlie
    Cold One

    Chahlie New Member

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    It goes like this:
    1. The skinks are clearly positioned so someone can flank charge them.

    /\*skinks*/\.......................................<-*baddies*<-

    2. The enemy moves to charge the skinks

    /\*skinks*/\.............<-*baddies*<-..........................

    3. Skinks free reform to face the enemy and let fly.

    ->*skinks*->............<-*baddies*<-.........................
     
  13. Carnivorous
    Skink

    Carnivorous New Member

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    thanks chahlie - that made it clear


    so, in summary: skinks skirmishers can march and shoot (for that extra range) and get a free reform when getting charged.
    I figured I didn't see the whole picture with skinks yet.

    How do people rate regular skinks in 8th?
     
  14. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    The reason I rate skirmishing skinks so highly I take 5 units of chameleons and normals skinks is because:

    1. There poisoned attacks really let you deal with high toughness low armour save models such as warmachines, beasts etc

    2. You can move up to 12 of the enemy and get 2x shots off (probably hitting BUT wounding also on 6's)

    3. They can elect to flee from that 12 inches away if they need to and are likely to get away but with cold blooded will envitably rally and can keep causing a nuisence.

    4. They can screen your models. I suggest a screen of chameleons so your other units cant be charged while advancing your blocks closely behind.

    5. They can VERY cheaply misdirect or just take something out of the game for a turn. (Not as easily as last edition but nvm)

    6. They are so few points 10 skinks are 60 points but 20 poison attacks is nothing to ignore. For 60 points you will barely find such as threat and its difficult to ignore, they are likely to waste resources for your cheap 60 points soaking it up.
     
  15. Chahlie
    Cold One

    Chahlie New Member

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    My problem with Skinks is toughness 2 and a 6+ save. They are just too dang squishy, but if your plans don't involve a skink surviving anything, it can work out fine.
     
  16. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Keep them in small cheap units, sure they will die but who cares about loosing 60 points. It's more about the -1 to hit for skirmishers that keep them alive a bit and the resources they have to spend to get rid of them will outweight and distract fire from the rest of your army.

    I really dont mind if they shoot at 60 points of skinks if there archers/handgunners/warmachines are not firing at my saurus block, while the whole time it is getting closer and closer!
     
  17. Iggy Koopa
    Chameleon Skink

    Iggy Koopa New Member

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    Maybe I'm looking at it wrong, but where do you get that skinks are 6 points per model? My book says they're 7 points each. Was there a revision or something that I missed? Just trying to get it right. Thanks.

    Iggy
     

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