Hello again, everyone.
I'm in the process of getting ready for Adepticon (~60 days left), and am putting a list together for the team tournament. Since my ally is playing Bretonnians (and knight-heavy), I need to provide the numbers to compensate for his rather small force
This particular list has gone through two mutations so far; the original seeing a massive victory against High Elves (wiped out save a mage, who lost the ability to cast spells because of a miscast, with only 14 Skinks lost in return), while the second iteration saw a marginally smaller, but still impressive victory against the same (and now more experienced) High Elve player (Including a unit of 5 Chameleons that outfought a unit of Phoenix Guard that out-numbered them 4-1). This new version dropped the Stegadon from the first two (It only had a half-dozen kills to claim for itself, given that it was played more as an anvil than anything), replacing it with a salamander (the one I took reaped a mighty toll, even after the handlers were killed off), and more skirmishers (who did very well in the two games). I'm also going to try out a unit of Terradons, more to get a feel for them to see if they actually will be useful.
Breaking the list down:
Heroes
Total Cost:
As evident, the list is a massive horde of Skink skirmishers; looking at the general effectiveness of the large blocks of infantry that seem to litter every gaming board I come across (20+ seems to be the norm), I wanted to do exactly the opposite; small, lightweight, and cheap (the most expensive unit is the Priest, at a little over 100 points), with enough flexibility to stay a thorn in my opponents side.
With the large number of smaller sections of infantry, I can take advantage of cover quickly and efficiently, striking out when and where I can take advantage of the situation. While every unit is (at times, very) vulnerable to a superior opponent, the movement rate of my forces (and the accuracy while moving at high speed) will allow me to quickly flank almost any opponent, and strike back with the usual efficiency that I've seen from Sotek's children.
The Chameleons will perform their traditional role as headhunters, sitting in the flanks to draw fire and kill their prey before they get overwhelmed (which, oddly, hasn't happened. The units are small and cheap enough that most people don't bother with chasing them, without losing overall cohesion). I would be tempted to take a third unit, but I am loathe to do so given that it means shedding even more of the veil of theme in deference to effectiveness.
As with the Chameleons, the Salamanders will maintain their proven role, and serve as the hammer against any heavy infantry that dare to go near them. Deployed alongside the skirmishers (in the little notch formed in the otherwise 7x2 formations of skirmishers), they can grab cover from the skirmishers in front of them, while firing without hitting their comrades. This proved immensely effective against the High Elves, where the 3-4 Sea Guard killed by the Skirmisher's Javelins would be augmented by another 8-9 killed by the Salamander (Driving the unit back far enough to take it out of any immediate fighting, and effective bow range).
The Terradons are going to be interesting to play with; Given that the entire army moves at such a high rate, I'm probably going to use theses as rear harassment troops, flying overhead (dropping rocks on smaller infantry, cavalry, or war machine units in the process), and providing the sort of annoyance that will hopefully disrupt any efforts to simply march forth and engage their brethern.
As always, comments, advice, warnings, and general say-so are always appreciated, and hopefully I'll see at least one of you at the tournament.
I'm in the process of getting ready for Adepticon (~60 days left), and am putting a list together for the team tournament. Since my ally is playing Bretonnians (and knight-heavy), I need to provide the numbers to compensate for his rather small force
This particular list has gone through two mutations so far; the original seeing a massive victory against High Elves (wiped out save a mage, who lost the ability to cast spells because of a miscast, with only 14 Skinks lost in return), while the second iteration saw a marginally smaller, but still impressive victory against the same (and now more experienced) High Elve player (Including a unit of 5 Chameleons that outfought a unit of Phoenix Guard that out-numbered them 4-1). This new version dropped the Stegadon from the first two (It only had a half-dozen kills to claim for itself, given that it was played more as an anvil than anything), replacing it with a salamander (the one I took reaped a mighty toll, even after the handlers were killed off), and more skirmishers (who did very well in the two games). I'm also going to try out a unit of Terradons, more to get a feel for them to see if they actually will be useful.
Breaking the list down:
Heroes
- Skink Priest (General)
Level 2, Plaque of Tepok - Skink Chief
Battle Standard, Light Armor, Shield, Blowpipe, Venom of the Firefly Frog
- Skink Skirmishers
13 Skinks, Javelins & Shields
- Skink Skirmishers
13 Skinks, Javelins & Shields
- Skink Skirmishers
13 Skinks, Javelins & Shields
- Skink Skirmishers
13 Skinks, Javelins & Shields
- Terradon Riders
3 Riders
- Chameleon Skinks
5 Chameleons
- Chameleon Skinks
5 Chameleons
- Salamander Hunting Pack
Extra Handler - Salamander Hunting Pack
Total Cost:
- 998 points
As evident, the list is a massive horde of Skink skirmishers; looking at the general effectiveness of the large blocks of infantry that seem to litter every gaming board I come across (20+ seems to be the norm), I wanted to do exactly the opposite; small, lightweight, and cheap (the most expensive unit is the Priest, at a little over 100 points), with enough flexibility to stay a thorn in my opponents side.
With the large number of smaller sections of infantry, I can take advantage of cover quickly and efficiently, striking out when and where I can take advantage of the situation. While every unit is (at times, very) vulnerable to a superior opponent, the movement rate of my forces (and the accuracy while moving at high speed) will allow me to quickly flank almost any opponent, and strike back with the usual efficiency that I've seen from Sotek's children.
The Chameleons will perform their traditional role as headhunters, sitting in the flanks to draw fire and kill their prey before they get overwhelmed (which, oddly, hasn't happened. The units are small and cheap enough that most people don't bother with chasing them, without losing overall cohesion). I would be tempted to take a third unit, but I am loathe to do so given that it means shedding even more of the veil of theme in deference to effectiveness.
As with the Chameleons, the Salamanders will maintain their proven role, and serve as the hammer against any heavy infantry that dare to go near them. Deployed alongside the skirmishers (in the little notch formed in the otherwise 7x2 formations of skirmishers), they can grab cover from the skirmishers in front of them, while firing without hitting their comrades. This proved immensely effective against the High Elves, where the 3-4 Sea Guard killed by the Skirmisher's Javelins would be augmented by another 8-9 killed by the Salamander (Driving the unit back far enough to take it out of any immediate fighting, and effective bow range).
The Terradons are going to be interesting to play with; Given that the entire army moves at such a high rate, I'm probably going to use theses as rear harassment troops, flying overhead (dropping rocks on smaller infantry, cavalry, or war machine units in the process), and providing the sort of annoyance that will hopefully disrupt any efforts to simply march forth and engage their brethern.
As always, comments, advice, warnings, and general say-so are always appreciated, and hopefully I'll see at least one of you at the tournament.