Skaven Slave
Skained
Clan Rictus
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+1 save and dmg on charge?¿Ok a bit of cheesehammer here:
Stegadon helmet (taken from battalion) +1 save and +1 dmg on charges.
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+1 save and dmg on charge?¿Ok a bit of cheesehammer here:
Stegadon helmet (taken from battalion) +1 save and +1 dmg on charges.
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Burning Head is actually a good inclusion to let your army reroll hit1, since its bound it can never backfire
Geminids are going to be similarly usefull for debuffing an important target. Give those nasty scary doomstars coming for you a permanent -1 to hit and -1 to all their melee weaponsThank you for the idea. It is really useful to save CP and cast slots for skinks. The only problem it that it buffs the enemy to, so have to be careful with it.
could you turn those spells onto their users as well
No worries, i’m learning too, hence my basic questions. Sorry or that. Just nice to know I’m not too far off.Holy hell. Information overload, totally forgot the Skink Priest command ability.
FoS?And addendum to this post, the FoS command ability...
I forget the exact peocess on dispelling endless spells, but stealing it would give two chances. You can always just keep it away from your units.Unlikely. If they are not affected by them RAW then this doesn't work. And it is better just to dispel it, than intercept, I guess.
FoS?
Not sure if someone did this before, but I was wondering whether Razordons or Salamanders would be better in the new Battletome, so I did the math. Hopefully it's correct.
Razordons have 18 in range, 2d6 attacks, 3, 4, -, 1
Salamanders have 12 in range, 4 attacks, 3, 3, -2, d3
+1 to hit if we use the skink chief's command ability
Serpent staff gives MW on 6 to wound
No buffs:
Razordons: 2.33 damage at no rend, -1 if within 6 in
That's 1.16 to a 4+ save, 1.55 if within 6 in
Salamanders: 1.33 MW, 2.66 wounds at -2
That's 3.55 to a 4+ save
All the buffs:
Razordons: .97 MW, 3.88 wounds at no rend, -1 if within 6 in
That's 2.91 to a 4+ save, 3.56 if within 6 in
Salamanders: 1.77 MW, 2.66 wounds at -2
That's 3.98 to a 4+ save
It certainly look like salamanders are on top right now.
Edit: Salamanders have 4 attacks, not 3. Even more for them now
Just behind a unit of skinks like old times
Let me try.
140 points for a unit with 8 move, 4+ save, and very decent damage, if near a skink unit, such as even steg or basti, you get +1 to hit. With that, their damage without counting moonhammer but just 3 regular weapons is around 10 vs a 4+ save, which is on the level necropolis stalkers, kurnoths with scythes and ironguts.
In short they hit very hard for their points cost, decent surviveability and speed, terrifying in a Thunderquake.
Thunderquake Templehost (TQT) gives them either run&charge (great with +1 run and +1 charge constellation) or +1 attack in melee and Coalesced gives them another Jaws attack.
Keep them near any SKINK unit to give them +1 hit. Spend a command point to make them reroll hit1
That means each model has a whopping 8 attacks at 3+/3+/-1 doing either 2 damage (2" maul) or mortal wounds (bite). I think a block of 9 is definitely viable, and a large block of them is a good target for Control Fate +1 save and Mystic Shield on top of taking 1 less damage from every attack.
Like all Seraphon units, they can get a 3d6 charge from a Starseer, with +1 from a constellation.
Yeah Im thinking Kroxigors are just fine for a 140p unit.
Or run Starborn and teleport them into a 3d6+1 charge
Other random thoughts so far:
TQT is by far my favourite battalion in the book
Slann are good but not required. It may be better to bring multiple small wizards so you can cast more endless spells per turn.
We really lack accuracy buffs, like the ogors
Burning Head is actually a good inclusion to let your army reroll hit1, since its bound it can never backfire
Kroak is really good for 320p. A 4+ ignore is much better than his old ability. Give him 5-10 guard to soak wounds and he'll be nearly impossible to kill, especially if you play Coalesced. Being able to vassal cast means he can murder the enemy army from a safe distance. Kroaknado is definitely back.
Stegadon Helm is the best artefact in the book. The Engine of the Gods stegadon is the Hero, the crew is the mount, so you get +1 to save rolls and +1 to all attacks. Combine that with the Nimble command trait for another +1 save, the Engines natural +1 save against one unit in combat, and the Priest's Star-stone Staff for another +1 save... yeah this is one durable unit. Even tougher than a Bastiladon. Then you make it super killy with TQT giving it even more attacks.
Fangs of Sotek double shooting Skinks & Chameleon Skinks are really interesting. 2 squads of 40 with Serpent Staff is a lot of shots to proc mortal wounds.
Knights are a really good battleline option, especially in Coalesced where both of their Jaws attacks get boosted. Their 1" reach makes them awkward in big squads, but I could definitely see lists with 10 knights and a few command points for +1 hit/wound and exploding hit6 suddenly doing loads of damage.
Alright, nice job! Now for level two, see if I can make my dream a reality. Is there a way to play Kroxigors in a MOSTLY Saurus list? Like Saurus Horde list with Kroxigors, is this a thing that could be good?
2000 points for that one