Cold One
Ninjaskink
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Ok, this is my first attempt at the army and I'm hoping it works out for the best. I used the pencil and paper route when making this so if I made some sort of points error, please let me know. Also, any suggestions are greatly appreciated.
Lord:
Old Blood on Carnosaur
Burning Blade of Chotec
Spear
Light Armor
Shield
Aura of Quetzl
Sacred Spawning of Quetzl, Itzl, Sotek
467 points
Heroes:
(Carnosaur)
Scar Vet (JSoD)
Great Weapon
Light Armor
Shield
Sacred Spawning of Quetzl
Charm of the Jaguar Warrior
Glyph Necklace
158 points
Skink Priest (Scroll Caddy)
Level 2
Dispel Scroll x 2
150 points
Core:
13 skinks
Jav & Shield
78 points
13 skinks
Jav & Shield
78 points
10 skinks
Blowpipes
70 points
10 skinks
Blowpipes
Scouts
70 points
Specials:
8 Chameleon Skinks
Stalker
126 points
4 Kroxigor
232 points
4 Terradons
140 points
Rares:
3 Salamanders
195 points
Stegadon
235 points
1999 points total
Weaknesses:
Biggest one I can think of here is no SCR! While I originally tried to fit a SW block in here, it not only didn't fit the idea, it also took up a huge number of points (which were placed into the Terradons and Krox #4).
Also, aside from within the General's vicinity, leadership will probably be a huge issue, since the skinks will probably... well, be skinks and run to the hills if anything goes foul.
And finally, little to no magic. While the Priest might be able to negate the magics on turn one, after that he'll probably just be trying to push out some Portent of Fars or Second Signs, and attempting to dispel anything that could possibly end up breaking the battle wide open.
Stengths:
Lots of Fear and Terror causers. The fact that anytime something wants to charge me it has to take a Ld test is nice. The fact that it might make or break a combat for me if I can get some combined charges in could help as well.
Highly Mobile. Everything in the army moves a minimum of 6". If the enemy makes a move that I don't like I should be able to divert attention it in the early game. And if he makes a mistake I should be able to capitalize provided I haven't made one first.
Lord:
Old Blood on Carnosaur
Burning Blade of Chotec
Spear
Light Armor
Shield
Aura of Quetzl
Sacred Spawning of Quetzl, Itzl, Sotek
467 points
Heroes:
(Carnosaur)
Scar Vet (JSoD)
Great Weapon
Light Armor
Shield
Sacred Spawning of Quetzl
Charm of the Jaguar Warrior
Glyph Necklace
158 points
Skink Priest (Scroll Caddy)
Level 2
Dispel Scroll x 2
150 points
Core:
13 skinks
Jav & Shield
78 points
13 skinks
Jav & Shield
78 points
10 skinks
Blowpipes
70 points
10 skinks
Blowpipes
Scouts
70 points
Specials:
8 Chameleon Skinks
Stalker
126 points
4 Kroxigor
232 points
4 Terradons
140 points
Rares:
3 Salamanders
195 points
Stegadon
235 points
1999 points total
Weaknesses:
Biggest one I can think of here is no SCR! While I originally tried to fit a SW block in here, it not only didn't fit the idea, it also took up a huge number of points (which were placed into the Terradons and Krox #4).
Also, aside from within the General's vicinity, leadership will probably be a huge issue, since the skinks will probably... well, be skinks and run to the hills if anything goes foul.
And finally, little to no magic. While the Priest might be able to negate the magics on turn one, after that he'll probably just be trying to push out some Portent of Fars or Second Signs, and attempting to dispel anything that could possibly end up breaking the battle wide open.
Stengths:
Lots of Fear and Terror causers. The fact that anytime something wants to charge me it has to take a Ld test is nice. The fact that it might make or break a combat for me if I can get some combined charges in could help as well.
Highly Mobile. Everything in the army moves a minimum of 6". If the enemy makes a move that I don't like I should be able to divert attention it in the early game. And if he makes a mistake I should be able to capitalize provided I haven't made one first.