Skink
walkertexasranger
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So my semi-regular gaming group are organising a round robin style tournament at 2000 points, so I want put a list together for that.
It's not really an all comers list because in all likelyhood there will be just 4 other players (bringing Empire, Dwarfs, Brets and Skaven)........although there is an outside chance of 3 other players fielding HE, O&G and WE respectively. I also know what models they all have (basically), and as we don't use substitutions I can be fairly safe that a number of troublesome things won't be making an appearance (Steam Tank and massive Slave tarpit for example) and also that the lists will be fairly soft (we make lists that are fun, but play them competitively) with most units capping out around 20 models (8th ed meta is getting through VERY slow, lol).
So as I don't have a Slaan, TG, Stegadon, Chamos............here's what I've come up with. It's a hilariously soft list, but mostly I just want to see the look on their face when they see something apparently lame do some damage
Lords (293)
Saurus Oldblood w/ Cold one, light armour and additional HW
-Wizarding Hat (100) for Lv 2 wizard with randomly chosen lore
Heroes (496)
Skink priest Lv 2 with Cupped Hands of the Old ones (145)
Skink Chief, Sacred Stegadon Helm, Light Armour and Shield (109) (GENERAL)
Skink Chief, Terradon, Javelins, Shield of Ptolos and Ruby Ring of Ruin (143)
Skink Chief, light armour and shield, Staff of the Lost Sun and Iron Curse Icon (99)
Core (871)
Skinks x 16 w/ Kroxigor and Brave (143)
Saurus Warriors x 24, Full Command (294)
Saurus Warriors x 24, Full Command (294)
Skink skirmishers x 10 (70)
Skink skirmishers x 10 (70)
Special
Terradons x 3 (90)
Cold One Cavalry x 5 (175)
Rare (75)
Salamander x 1
2000 Points
Skink chief spam! Skink priest goes in one Skink Skirmisher unit as he's going to just keep throwing a million dice at Comet Chain Lightning until he IFs, so he can pass it to their blasted Lv 4s (and then do it all over again until he IFs and blows himself up! Tee hee!).
Skink chief on Terradon doesn't go with the Terradon unit: he just flies around throwing javelins at Knights and toasting cheap core with the Ring.....only thing that will stop him is a cannon ball to the face.
Skink chief with Staff goes in the other Skirmisher unit (but he'll bail back to the Skrox unit if it gets below 5 models): his job is basically to shoot at Knights or stuff with a decent save (everywhere with Empire/Brets/Dwarfs), statistically he'll kill one per turn at close range....which they won't be able to ignore, so will have to chase him.
General chief's job is basically to stay as near to the skinks as possible (he'll start in the Skrox unit, brave is to challenge opposing characters): he has the same leadership as an Oldblood general and Saurus are already Ld8, so it's only the skinks that need him .
So the idea with the Oldblood is that I'm attempting to create a magic phase from thin air (fed up of the Empire and Bret players owning on my magic phase and the Dwarf player merely laughing at it).
Wizarding Hat stupidity doesn't hurt if you are already Stupid thanks to your mount. Hopefully the Ring/6 dicing Comet will draw out the DD, so whatever he gets for his spells will be the bits mostly likely to get through......either Life, Light or Beasts would be good, to buff the Cold One unit he's with......so they can really rip up the flank.
Terradons hunt warmachines (which all these sides have)
Hopefully there is so much random junk on the board for them to shoot at/chase/charge that they will forget that the biggest threat is in fact the bog standard Saurus. None of the teams I'm facing are capable of taking them in CC (unless the HE player shows with his swordmasters), and hopefully this way they will actually REACH combat with out being picked to pieces.
As I said before, this list is heavily influenced by what I know they do and don't have models-wise. Eg the Dwarf player doesn't have any elite infantry (so no hammerers, phew!) and the Skaven player lacks large numbers of slaves/clanrats/a doomwheel (that last one = massive issue avoided).
Things this list should be good at handling:
-Knights
-State troops/Peasants/Dwarf Warriors/Clanrats
-Skirmishers: Archers and Nightrunners
-Fast cavalry/flankers
Things this list is going to have problems with:
-Magical defense: no Lv4 without a Slann and no scrolls
-Not giving away easy VPs through it's "Sneeze and die" skink heroes
-Pegasus Knights
-Green Knight
-Empire General on a Griffon
-Handgunners (if they pick on the Saurus)
-Plague monks: can't be panicked with shooting, hurt in CC
-Skaven weapons teams
-Hellpit Abomination
Ok: fire away with the comments!
It's not really an all comers list because in all likelyhood there will be just 4 other players (bringing Empire, Dwarfs, Brets and Skaven)........although there is an outside chance of 3 other players fielding HE, O&G and WE respectively. I also know what models they all have (basically), and as we don't use substitutions I can be fairly safe that a number of troublesome things won't be making an appearance (Steam Tank and massive Slave tarpit for example) and also that the lists will be fairly soft (we make lists that are fun, but play them competitively) with most units capping out around 20 models (8th ed meta is getting through VERY slow, lol).
So as I don't have a Slaan, TG, Stegadon, Chamos............here's what I've come up with. It's a hilariously soft list, but mostly I just want to see the look on their face when they see something apparently lame do some damage
Lords (293)
Saurus Oldblood w/ Cold one, light armour and additional HW
-Wizarding Hat (100) for Lv 2 wizard with randomly chosen lore
Heroes (496)
Skink priest Lv 2 with Cupped Hands of the Old ones (145)
Skink Chief, Sacred Stegadon Helm, Light Armour and Shield (109) (GENERAL)
Skink Chief, Terradon, Javelins, Shield of Ptolos and Ruby Ring of Ruin (143)
Skink Chief, light armour and shield, Staff of the Lost Sun and Iron Curse Icon (99)
Core (871)
Skinks x 16 w/ Kroxigor and Brave (143)
Saurus Warriors x 24, Full Command (294)
Saurus Warriors x 24, Full Command (294)
Skink skirmishers x 10 (70)
Skink skirmishers x 10 (70)
Special
Terradons x 3 (90)
Cold One Cavalry x 5 (175)
Rare (75)
Salamander x 1
2000 Points
Skink chief spam! Skink priest goes in one Skink Skirmisher unit as he's going to just keep throwing a million dice at Comet Chain Lightning until he IFs, so he can pass it to their blasted Lv 4s (and then do it all over again until he IFs and blows himself up! Tee hee!).
Skink chief on Terradon doesn't go with the Terradon unit: he just flies around throwing javelins at Knights and toasting cheap core with the Ring.....only thing that will stop him is a cannon ball to the face.
Skink chief with Staff goes in the other Skirmisher unit (but he'll bail back to the Skrox unit if it gets below 5 models): his job is basically to shoot at Knights or stuff with a decent save (everywhere with Empire/Brets/Dwarfs), statistically he'll kill one per turn at close range....which they won't be able to ignore, so will have to chase him.
General chief's job is basically to stay as near to the skinks as possible (he'll start in the Skrox unit, brave is to challenge opposing characters): he has the same leadership as an Oldblood general and Saurus are already Ld8, so it's only the skinks that need him .
So the idea with the Oldblood is that I'm attempting to create a magic phase from thin air (fed up of the Empire and Bret players owning on my magic phase and the Dwarf player merely laughing at it).
Wizarding Hat stupidity doesn't hurt if you are already Stupid thanks to your mount. Hopefully the Ring/6 dicing Comet will draw out the DD, so whatever he gets for his spells will be the bits mostly likely to get through......either Life, Light or Beasts would be good, to buff the Cold One unit he's with......so they can really rip up the flank.
Terradons hunt warmachines (which all these sides have)
Hopefully there is so much random junk on the board for them to shoot at/chase/charge that they will forget that the biggest threat is in fact the bog standard Saurus. None of the teams I'm facing are capable of taking them in CC (unless the HE player shows with his swordmasters), and hopefully this way they will actually REACH combat with out being picked to pieces.
As I said before, this list is heavily influenced by what I know they do and don't have models-wise. Eg the Dwarf player doesn't have any elite infantry (so no hammerers, phew!) and the Skaven player lacks large numbers of slaves/clanrats/a doomwheel (that last one = massive issue avoided).
Things this list should be good at handling:
-Knights
-State troops/Peasants/Dwarf Warriors/Clanrats
-Skirmishers: Archers and Nightrunners
-Fast cavalry/flankers
Things this list is going to have problems with:
-Magical defense: no Lv4 without a Slann and no scrolls
-Not giving away easy VPs through it's "Sneeze and die" skink heroes
-Pegasus Knights
-Green Knight
-Empire General on a Griffon
-Handgunners (if they pick on the Saurus)
-Plague monks: can't be panicked with shooting, hurt in CC
-Skaven weapons teams
-Hellpit Abomination
Ok: fire away with the comments!