Skink
WarbossLincoln
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I tried out a firelance the other day and I'm not convinced that it's actually worth the 150 points.
The +3 charge is nice but it requires you to stack up on the scar vet. I actually did way better using the scar vet to teleport and assassinate something.
The mortal wounds are just as unreliable as the lance ones. The lance ones are a nice to have because it comes with the weapon, this we're paying 150 points for.
This was the list I ran, 1500 points
Firelance
Scar Vet on Cold One - Sword of Judgement(6's to hit do d6 mortals to monsters and heroes)
3 units 5x knights
Skink Starpriest - General, Master of Star Rituals
Oldblood on Carnosaur - Doppelganger Cloak(can't attack him in melee until he attacks)
40 Skinks - Boltspitter and Club
2 units 5x chameleon skinks
Troglodon
The firelance battalion didn't really do anything. 1 Knight squad charged in and died to something, 1 squad got mortal wounded to 1 model who I then hid to teleport on an objective if needed, the other knight squad held its own vs a couple ok in melee characters. Overall exactly what I would expect from knights, a decent front line unit, nothing special. Spending the 150 points on firelance seemed wasted. It's not like the other main battleline battalion Sunclaw where I'm giving rend to a 40 man blob of warriors. That could actually do some damage, and it's part of a Fangs of Sotek.
The scar vet on cold one was awesome, but not because of the firelance. I teleported him, charged a treelord ancient and with the old blood's command ability spammed 3 times he got to make 18 attacks doing d6 mortals on a 6 to hit. That wiped the treelord in 1 go and then the scar vet spend the rest of the game burning down a dryad mob with help from the oldblood/carnosaur.
I'm thinking for that list I'm going to drop 1 knight squad and the firelance, freeing up 240 points for something, not sure what yet.
The 40 skinks were great, the 10 chameleon skinks were really good too. they appeared on objectives for me, 1 died horrible, the other unit got picked up and used to claim another objective next turn
The +3 charge is nice but it requires you to stack up on the scar vet. I actually did way better using the scar vet to teleport and assassinate something.
The mortal wounds are just as unreliable as the lance ones. The lance ones are a nice to have because it comes with the weapon, this we're paying 150 points for.
This was the list I ran, 1500 points
Firelance
Scar Vet on Cold One - Sword of Judgement(6's to hit do d6 mortals to monsters and heroes)
3 units 5x knights
Skink Starpriest - General, Master of Star Rituals
Oldblood on Carnosaur - Doppelganger Cloak(can't attack him in melee until he attacks)
40 Skinks - Boltspitter and Club
2 units 5x chameleon skinks
Troglodon
The firelance battalion didn't really do anything. 1 Knight squad charged in and died to something, 1 squad got mortal wounded to 1 model who I then hid to teleport on an objective if needed, the other knight squad held its own vs a couple ok in melee characters. Overall exactly what I would expect from knights, a decent front line unit, nothing special. Spending the 150 points on firelance seemed wasted. It's not like the other main battleline battalion Sunclaw where I'm giving rend to a 40 man blob of warriors. That could actually do some damage, and it's part of a Fangs of Sotek.
The scar vet on cold one was awesome, but not because of the firelance. I teleported him, charged a treelord ancient and with the old blood's command ability spammed 3 times he got to make 18 attacks doing d6 mortals on a 6 to hit. That wiped the treelord in 1 go and then the scar vet spend the rest of the game burning down a dryad mob with help from the oldblood/carnosaur.
I'm thinking for that list I'm going to drop 1 knight squad and the firelance, freeing up 240 points for something, not sure what yet.
The 40 skinks were great, the 10 chameleon skinks were really good too. they appeared on objectives for me, 1 died horrible, the other unit got picked up and used to claim another objective next turn
