Great topic!


I definitely think that your build is viable, cheap and efficient. I'm very excited about the potential of our Skink Captains on flying mounts in 9th Age. I voted to run him in a unit of Rippers but it would definitely depend on the threats I am facing. If my opponent does not have significant ranged capability, I might very well run my ripper unit and Skink Captain separately from one another.
Question: does a Skink Captain only receive immunity from ranged attacks if he is accompanied by 5 R&F rippers (as per page 75 of the main rules) or is there some reference somewhere that states that monstrous cavalry only need 3+ R&F models to fully protect a character?
Another couple of interesting builds I've been contemplating are the following...
Tank Build (143pts)
Skink Captain (40pts)
Shield (2pts)
Lance (6pts)
Alpha Rhamphodon (45)
Armour of Destiny (50pts)
This guy boasts a very impressive defense of 1+ 4++ and is pretty deadly on the charge (especially against a prey scented unit)
Annoyance Build (127pts)
Skink Captain (40pts)
Light Armour (2pts)
Alpha Pteradon (40pts)
Serpent Bow (40pts)
Hardened Shield (5)
Keep this guy out of combat and fire away with his BS5 S6 AP6 Multiple Wounds (D3) bow. Fire through a flank of knights for the win or pick off monsters, chariots and lone characters.
These items might also be fun to build a Flying Skink captain around...
- Spear of Stampede
- Taurosaur Helm
- Egg of the Quetzal
- Skull Splitter
Either way, I definitely have plans to try out a few of these builds and perhaps even a couple of them working in tandem. I don't want to get my hopes up because these rules can change at any moment (I'm waiting for the more stable 1.0 editions to drop) but from the looks of it we might be seeing the beginnings of the age of he flying Skink Cowboys!
