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Tutorial Seraphon List for Battletome 2.o

Still a bit too much of an investment, imo. Saurus have weight of attacks and stll can be buffed with hand of glory/all out attack, if needed. Ineed, I'd rather buy another CP and spend another 50 pts elsewhere. 100 pts is too much, IMO.
You could be in a situation where you have engaged with multiple units of Saurus warriors/knights. 10” within is a rather large bubble. But yeah, likely not worth it.

I need to go check some more warscrolls, but so far I have only seen the Treelord Ancient + Branchwraith or Knight-Incantor + Everblaze Comet as real potentially allies.
 
Honestly Celestant-Prime looks quite interesting for a heavy hitter to clean up a serious threat in turn 3 and onwards.

Keep him in the sky until turn 3 and you have 7 attacks, hitting on 3’s (spend CP to reroll 1’s), wounding on 2’s with rend 3 damage 3. Can deepstrike anywhere and if your 9” charge went bad you can switch a single dice to whatever you want.
 
A quick question. I have 2 unopened boxes of skinks (48 in total). I already have 20 boltspitters and 20 with javelin. Here's what I was thinking - are melee focused skink army viable? 40 skinks with clubs and shields, supported by kroxigors and skink heroes. Or should I just assemble them into a more boltspitters?
 
A quick question. I have 2 unopened boxes of skinks (48 in total). I already have 20 boltspitters and 20 with javelin. Here's what I was thinking - are melee focused skink army viable? 40 skinks with clubs and shields, supported by kroxigors and skink heroes. Or should I just assemble them into a more boltspitters?
no they are to easy to kill but bolt spitters and clubs are great shoot charge then smash does great when buffed and i love how kroxigors turned out
 
A quick question. I have 2 unopened boxes of skinks (48 in total). I already have 20 boltspitters and 20 with javelin. Here's what I was thinking - are melee focused skink army viable? 40 skinks with clubs and shields, supported by kroxigors and skink heroes. Or should I just assemble them into a more boltspitters?

I would always assemble skinks with shield and a ranged weapon, be it boltsplitter or javelin.
pure melee skink are IMO not worth it
 
I still think, that despite more damage potential, boltspitter+shield is still the best loadout. I use 20 bs+club skinks in our PtG camplaign and I am not very happy with the results so far. The thing is that most damage comes from boltspitters anyway. Whenever I get in combat with 40 bodies block, I am able only to strike with 16-17 guys. Meanwhile, 5+ is twice as good as 6+. Yes, you can always use control fate or star-stone staff to give 5+ to club skinks, but if you fail, you may face serious problems.

In short, IMO, clubs+bs is too tricky to use. And since you generally want to use skinks not only to deal damage, but to pin enemy down, bs+shield is the best load out for exactly this task.

As for javelins - the problem is their short range. You will probably lose 1 or even 2 tunrs of shooting because of it, which is absolutely not worth +1 to-wound. Clubs and shields denies you ranged damage, which makes skinks kind of pointless.

So I'd always go boltspitters+shields/clubs on large unit and whatever you want on small units. Not that javs and clubs are unusable, but they are sticktly worse.
 
You will lose about 3-5 MW output in combat with a MaxSU Skink w/Boltspitter, Buckler, & Dagger vs Boltspitter & Club. If you have mathed out that vs the meta you need those MWs then take BS and Club. If not, then I do think that Buckler provides broader usage.
 
I also am of the opinion that in most cases I am pretty likely to take one 40x Skinks with BS and Clubs and all other Skinks with Bucklers. In part because I currently only own one 40x BS and Club unit. I also think it will turn out to be the better load out. You definitely don't want to put more than one Skink unit into combat at a time.
 
You will lose about 3-5 MW output in combat with a MaxSU Skink w/Boltspitter, Buckler, & Dagger vs Boltspitter & Club. If you have mathed out that vs the meta you need those MWs then take BS and Club. If not, then I do think that Buckler provides broader usage.

I am just not convinced, that we will always be able to put all clubs in position, whenever we need. And worse save means, that we will lose models faster, while each lost model = -2 boltspitter shots. It is ok, if you are going to throw skinks in, let them deal as much damage as possible and let them die in return.
 
I am just not convinced, that we will always be able to put all clubs in position, whenever we need. And worse save means, that we will lose models faster, while each lost model = -2 boltspitter shots. It is ok, if you are going to throw skinks in, let them deal as much damage as possible and let them die in return.
Yeah, the 40x units with clubs is specifically to help vs OBR, DoT, and Fyreslayers. Vs those armies a +1 to save on skinks won't do much. You really just need max damage to dwindle the number to attacks they can throw.
 
armies a +1 to save on skinks won't do much

To be honest, specifically against OBR +1 save is very helpful because of Mortek Crawlers. It saved me two games already. It depends purely on build, of course. Shields won't help against stalkers.
 
How is this list?

Skink Starseer
- General
- Trait: Master of Star Rituals
- Spell: Hand of Glory

Kroak
- Spell: Stellar Tempest

Astrolith Bearer

Skink Priest

Starpriest
- Spell: Celestial Harmony

Terradon Chief
- Artefact: Serpent God Dagger

40 Skinks

40 Skinks

5 Saurus Guard

3 Salamander Hunting Pack

9 Terradon Riders

Balewind Vortex

Comes to 1990 points. For those of you who have played with the new book, what formations have you found works well with the skink blocks?
 
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