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8th Ed. 1500 pts w. Carnosaur

Skink

Carnivorous

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Sup

I've always built my armies around the principle of having a "solid core of troops"

Well...I'm tired of the same 'ol so I came up with the following list.
I tend not to tailor my lists against specific armies but it does help knowing that I am not facing any Cannons.
Next week my friend is going to throw his new Khemri at me, also filled with big toys such as the Bone Giant, Sphinx, bout 4 of those Snake Knights and a Scorpion, + a few must have core choices

So, I'm going to fight fire with fire


Saurus Scar Vet General on Carnosaur
- Light Armor and Shield

Shammy
- lev 2, Plaque of Tepok

20 Saurus
-Musician and StB

30 Skinks
-Musician and StB

Stegadon

Stegadon

2 Sallies

--1508 points

What's the worst that could happen? I could win! :D
 
Wrong, just because a carnosaur only can be a mount of an old-blood saurus.

And about the steggies, normal ones? I think it would work a lot better with CoC and one ancient.
 
Naranek said:
Wrong, just because a carnosaur only can be a mount of an old-blood saurus.

sry, that's what I meant (and is already counted as such point wise); I only have a German Codex atm.

CoC are an option of course but I'd rather prefer the idea of 2 Steggies in this list. What makes you think that CoC are a lot better?

Also, what part about the Ancient Stegs is it that people swear by them? Is is the 1 better armor save?
I too like the idea of 4D6 poison Darts but its only range 12. I'd rather charge and have him take Impact Hits than hoping for that occasional 6 to roll and then continue to stand in the open. +1 Str but -1 Attack and the Ancient Steg costs me another 10 Skinks more.
Perhaps I should just use one once and then make a judgement call.
 
I'd imagine most people prefer the ancient for the +1 strength on your impact hits. The blowpipes are also far better than the giant bow, and massed poison shooting is what you want if he's using the new stone monsters.

Speaking of poison shots, I'd be tempted to split up the skinks into smaller skirmisher units. You'll get less of them for the points, but they can dance circles around the Colossus/Sphinx etc. and chip away at it, or sneak into the back and attack the Casket, or hunt the scorpion... March & Fire and mobility are better than numbers, I think.

Anyway, enjoy trampling them back to dust with your carosaur!
 
Gor-rok said:
March & Fire and mobility are better than numbers, I think.

Well I will give the Skirmishers another shot tonight. You're right, march and fire is nice but since Blowpipes still get the -1 for long distance, I find quite often that you end up hitting on a "7", in which case you loose the poison shots abilities. I find it better not to double tap in this situation and so I can still count on maybe one or two auto. wounds.

Thanks Gor-rok
 
Carnivorous said:
Gor-rok said:
March & Fire and mobility are better than numbers, I think.

Well I will give the Skirmishers another shot tonight. You're right, march and fire is nice but since Blowpipes still get the -1 for long distance, I find quite often that you end up hitting on a "7", in which case you loose the poison shots abilities. I find it better not to double tap in this situation and so I can still count on maybe one or two auto. wounds.

Thanks Gor-rok

You can get around the 'hitting on 7s' problem by not multi-shooting on the march. If you move and fire, shoot once (10 poison shots should still get you a wound or two) and if he's close enough shoot twice (20 certainly will!).

People often underestimate the power of skinks (to their own demise!) and won't target the two or three units milling around the edges. When the time is right, move in and fire everything at his bunker units or support. If done correctly, 60 poison shots will easily trash just about anything. And you get the delight of having picked off a lvl4 uber-mage with skinks!! Remind him of this when he's taking the model off the table! :D

EDIT: Ah, I just read the second line of your comment. Kinda pointless advice then! :)
 
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