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AoS The Effectiveness of a pure Skink force?

Jungle Swarm

JonnyTheKing

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So here is my army

Allegiance: Order

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Coronal Shield
Engine of the Gods (220)
- Artefact: Prism of Amyntok
Skink Priest (80)
- Priestly Trappings

Battleline
40 x Skinks (200)
- Boltspitters & Moonstone Clubs
40 x Skinks (200)
- Boltspitters & Moonstone Clubs
30 x Skinks (180)
- Boltspitters & Moonstone Clubs

Units
3 x Skink Handlers (40)
2 x Salamanders (80)

Behemoths
Bastiladon (280)
Bastiladon (280)

Battalions
Thunderquake Starhost (170)

Total: 1990/ 2000


I'm worried that not investing in any Saurus units will lead to the demise of this army, so my question is, just how viable would this list be?
 
I'll add the Skink clubs are actually shields, not clubs.
 
I never take saurus units, mainly because I don't have enough to make it a viable option! I like skinks a lot, when you lose a saurus warrior or guard to a mortal wound you feel annoyed, when it's a skink you feel indifferent because they're just so cheap. Fielding 110 skinks gives you a lot of cheap models on the table for your opponent to deal with. They're going to flood objectives and that's great.

My only concern is that I can't see anything on this list that does floods of damage. I guess all those skinks might do some decent ranged damage but they'll only do that once a turn and you're looking at an average of 24 wounds with all of them shooting.
 
I'm worried that not investing in any Saurus units will lead to the demise of this army, so my question is, just how viable would this list be?

I ran Saurus about twice under the last GHB - it's totally viable.

The list looks fun and tough but I'd make one small change if it was me:
  • Take the 30 man skink unit down to 10 man (-120)
  • +3 Salamanders (+120)
With just the two you aren't benefiting enough from the formation and this should make them more effective whilst the small unit can still hug an objective.
 
I never take saurus units, mainly because I don't have enough to make it a viable option! I like skinks a lot, when you lose a saurus warrior or guard to a mortal wound you feel annoyed, when it's a skink you feel indifferent because they're just so cheap. Fielding 110 skinks gives you a lot of cheap models on the table for your opponent to deal with. They're going to flood objectives and that's great.

My only concern is that I can't see anything on this list that does floods of damage. I guess all those skinks might do some decent ranged damage but they'll only do that once a turn and you're looking at an average of 24 wounds with all of them shooting.
Any suggestions for changes?
 
I ran Saurus about twice under the last GHB - it's totally viable.

The list looks fun and tough but I'd make one small change if it was me:
  • Take the 30 man skink unit down to 10 man (-120)
  • +3 Salamanders (+120)
With just the two you aren't benefiting enough from the formation and this should make them more effective whilst the small unit can still hug an objective.
That seems like a very good point!
 
I ran Saurus about twice under the last GHB - it's totally viable.

The list looks fun and tough but I'd make one small change if it was me:
  • Take the 30 man skink unit down to 10 man (-120)
Totally agree with @Tozon point. You won't really benefit from it. My suggestion would be to leave these 160points for summoning and have even more options ;)
 
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