Javs are like 2x better then blowpipes. If you had 12 Skinks with javs you would get 2 poison and 4 hits the 4 hits will do 2 wounds on average t3 model. Thats 4 wounds total. versus. 12 Skinks with blowpipes Move, Long Ranged, Mulishot..... need 6s to hit so out of 24 shots 4 will hit then you need to roll 4+ to hit hit then you really get 2 hits and only 1 wound. Yes this is only if you move, are at long range and are double shooting. But if your not moving your doing something wrong... or right. If your not double taping it might be because your at long range and moved and you want to poisen. And if your closer then 6 inches way from the models you still hitting on 6s and doing 4 poison hits. If you take out 1 variable your not using the skinks to there full effect or the main reason why your taking blowpipes. This does not even consider skirmishers, and blowpipes are hobbile against skirmishers. Ateast javs only need 5s to hit and your still on average doing 3 wounds instead of 4.
Then unto the topic at hand. At 1k i prefer to run 4 units of 10 Skirmisher Skinks with Javs. Thats 320 points.
Then i run a Scar Vet, Light Armour, Enchanted Shield and Hornet Sword. This comes to like 150 i think.
Follow by 2 Skink Priest there about 300 points for 2.
Finely i run 15 Sarus Spears with CMD.
This list requires a little more fence then most plays have but, if played right can be very dangerous. The 2 skink priest alone can do a lot. The only army's that gives me problem are warriors of chaos and even then if you roll the lvl 5 spell from heaves and take rod of storms there not that scary. And in only 1 k points you have enough skirmishers with M6 to surround your opponent and just poison him to death.
PS, the priests should take.
Rod of Storm, Power Stone
Itex Grub, Power Stone
This is what i would run
Most people would be safer going with.
Rod of Storm, Scroll
+1 Spell, Power Stone.