Skink Priest
Lizerd
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Awesome! Just swap the razordons for salamanders and it would be excellent against ossiarchsYep, there is always this Kroak+Slann MW list.
Awesome! Just swap the razordons for salamanders and it would be excellent against ossiarchsYep, there is always this Kroak+Slann MW list.
1000pt Shadowstrike Starhost
Allegiance: Seraphon
- Mortal Realm: Ulgu
LEADERS:
Skink Starpriest (80)
- General
- Command Trait : Master of Star Rituals
- Artefact : Miasmatic Blade
- Spell : Meteoric Convocation
Skink Priest (80)
- Cloak of Feathers
- Artefact : Betrayer's Crown
UNITS:
6 x Ripperdactyl Riders (280)
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers
3 x Razordons (120)
3x Razordons (120)
BATTALIONS:
Shadowstrike Starhost (180)
TOTAL: 1000/1000
EXTRA COMMAND POINTS: 1
WOUNDS: 64
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I really depends on the enemy composition. If the enemy forces any large horde units then I find Betrayer's Crown to be extremely effective. If not, then being able to reroll saves on the Bastiladons from the prayer is also useful.I’ve been running a list similar to this. I’m not running a Skink Priest and in exchange I am running 9 Terradons instead of 6 Rippers. It has been working fantastic. Last game I killed a Bloodthirster in the movement phase and 16 Reavers in the combat phase!
How important has the second hero been for you?
Seems like with Betrayers Crown and Cloak he will usually be on a suicide mission. Are you regularly getting more value out of him on average than you would get from having 9 Terradons over 6 Rippers?
2000pt Thunderquake Starhost
Allegiance: Seraphon
- Mortal Realm: Shyish
LEADERS:
Slann Starmaster (260)
- General
- Command Trait : Great Rememberer
- Artefact : The Ragged Cloak
Engine of the Gods (240)
- Artefact : Ethereal Amulet
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
UNITS:
3 x Razordons (120)
3 x Skink Handlers (40)
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
BEHEMOTHS:
Bastiladon (280)
Bastiladon (280)
BATTALIONS
Thunderquake Starhost (120)
ENDLESS SPELLS / TERRAIN:
Balewind Vortex (40)
Chronomatic Cogs (80)
TOTAL: 1980/2000
EXTRA COMMAND POINTS:1
WOUNDS: 95
This is a pretty standard Thunderquake Starhost. Shoot and focus fire down key enemy units while hiding behind your big dinos. The Cogs, BwV, and Astrolith should provide enough Celestial Conjuration points to keep the army functional in the late game.
Thunderquake requires you to always plan a turn in advance. Due to how critical your Astrolith's rerolls are to the army you cannot afford to LoSaT your Astrolith to act a beacon for placing summoned units. This means the units you summon will have to wait a turn to be placed more ideally in most instances.
Due to the Etheral Amulet all three of the army's behemoth will be unrendable. Combined with rerolls to saves and healing D3 per your herophase the list is remarkably durable.
Plan your turn sequencing carefully if you win the roll off or are able to dictate first turn. This army's teeth are in the shooting phase and your first shooting phase will be without the benefits of rerolls to wound.
Quick Guide:
- Get two 10xSkink units to objectives asap
- LoSaT is ideal for this
- Choose Savage in your first charge phase
- Use Bastiladons to soak attack from units with high rend
- Keep the Battalion in range of both the Slann and Astrolith Bearer.
Changes from GHB2018 to GHB2019:
This list got hit particularly hard with points changes. Fitting a second EotGs is all but impossible.
- Lost 1x Razordon
- Lost 20x Skinks
- Gain Chronomatic Cogs
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How would this list fare against a Khorne list with 4 Bloodthirsters? Thunderquake would be my go to list against it but I’m not sure if I could deal enough damage to them before they could get into combat and outrageous carnage my castle. They’re hard to screen against due to them flying and the. There is the rest of the army to worry about.
Maybe the trick will be to get enough damage on each to bracket them down a few so they’re not dealing so many mortals.
If you roll well with a bastiladon you should be able to 1shot a bloodthirster. Since you're rerolling hits and wounds at Rend -1 with Damage 3
You should fair pretty well if you can get a double turn of shooting. The splahsing MW from the Bloodthrist could be an issue since the list needs to turtle.In theory, last time I didn’t manage to kill it in one go with both Basties. Although you only get the rerolls to wound from the second turn onwards.
EDIT: Not sure what the average is for a Bastiladon but I bet @Erta Wanderer has done the maths!![]()
You should fair pretty well if you can get a double turn of shooting. The splahsing MW from the Bloodthrist could be an issue since the list needs to turtle.
You would need to use your screens to zone the base. With four units of 10 Skinks you should be able to deny a lot of area.This is my main concern as my Opponent will be running 4 BT of Insensate Rage. Best case 1 or 2 will still get into combat and due to them flying they can mitigate the effectiveness of my screens.
I think the best I can do is place my Castle at the maximum ranges to still stay within the buffs and plug the gaps with skinks to prevent the base size fitting in centrally to prevent maximum damage with outrageous carnage.
I would argue to use knights instead, simply because they have a better save and some more staying powerYou would need to use your screens to zone the base. With four units of 10 Skinks you should be able to deny a lot of area.
Skinks can Wary Fighter to deny the Blood Thirster's attacks and prevent the MW from triggeringI would argue to use knights instead, simply because they have a better save and some more staying power
Maybe drop a razordon and put in cogs?I like it!
Would be great to find 50 point for Cogs, but even without it you should still be viable.
You would have to drop more than one, Cogs is 80, and the 3rd Razordon will only save 20 pointsMaybe drop a razordon and put in cogs?
then kroak could cast 6 spells a turn!
he has 1 in a squad of its own he just needs to drop that oneYou would have to drop more than one, Cogs is 80, and the 3rd Razordon will only save 20 points![]()
Oh, I missed the lonely boy, deff drop him for cogshe has 1 in a squad of its own he just needs to drop that one
Poor lizard, abandoned in favor of some whisky whirly shiny thingsOh, I missed the lonely boy, deff drop him for cogs![]()