Skink Chief
Mr Phat
9th Age Army Support
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Hey guys.
As I am the only LM player in my meta and the newest of the bunch I am struggling to get feedback on my game, seen through Lizard eyes. Hopefully you can give me some.
We usually play with the following rules
2400pts
No SC's
ETC (not now as our book hasnt undergone it yet...correct me if Im wrong)
no scenarios
As there is most armies in our gaming group, the critique of the following should be minded on an all-comers list, perhaps even tournament use.
The list hasn't been tested on the table yet, but will be next time. It is as follows:
Lords
Slann Mage-Priest
Channelling Staff
Focus of Mystery
Harmonic Convergence
Resevoir of Eldritch Energy
Sould of Stone
Battle standard- Standard of Discipline
Heroes
Sarus Scar-Veteran
Cold One
Glittering Scales
Ironcurse Icon
Shield
Sword of Striking
Skink Chief
Charmed Shield
Light Armour
Pidgeon Plucker Pendant
Sacred Stegadon Helm of Itza
Spear
Terradon
Beast Skink Priest
Dispel Scroll
Core
24xSaurus Warriors- FC
14x Skink Skirmishers - Britney-Spears (cause you know that their toxic)
14x Skink Skirmishers - Britne.....Javelins and shield...
10x Skinks
12x Skinks
Special
Bastilidon - Solar Engine
Bastilidon - Solar Engine
6x Cold One Rider - Musician + Champ
21x Temple Guard - Musician + Champ
4x Terradon Riders
---------------
- Slann goes with skinks to save TG's for early miscasts, but joins his boys when the enemy gets close or a potential Fly/hover charge is potential.
- Scar goes with coldones on the flank
- Chief goes "with" Terradons on the flank (behind them as he cannot join), all terradons will have the function of flying over units that decide to meet the Cold ones, either ruining them or just hurting them before going behind enemy lines.
- Beast Priest with other skinks (will roll for anhreheir or spear)
- Saurus + TG will act as the army-center, moving mid-field but staying out of danger for as long as possible, acting as a pressure point.
- Skirmishers will join up the flank, putting shots on whatever unit showing up to block the cold ones.
- The Bastiladons will be put one on each side of the Saurus blocks, putting +I on both and giving range for their missiles.
My approach for these is that I will 1-die them first thing each magic phase. I know I might lose 2 PD, but with 77.77% it means that "It will go off"...putting the choice of betting either 1DD + a wizards dispel lvl on stopping it, or trading 2-Dice for one onto my opponent.
A good bargain.
The one on with the flank troops will try to weaken threats in front of the Cold ones
The one on the Saurus side will try to weaken blocks that could resist when the 2-blocks advance.
I havnt tried it yet, but will during my next game.
Thoughts?
As I am the only LM player in my meta and the newest of the bunch I am struggling to get feedback on my game, seen through Lizard eyes. Hopefully you can give me some.
We usually play with the following rules
2400pts
No SC's
ETC (not now as our book hasnt undergone it yet...correct me if Im wrong)
no scenarios
As there is most armies in our gaming group, the critique of the following should be minded on an all-comers list, perhaps even tournament use.
The list hasn't been tested on the table yet, but will be next time. It is as follows:
Lords
Slann Mage-Priest
Channelling Staff
Focus of Mystery
Harmonic Convergence
Resevoir of Eldritch Energy
Sould of Stone
Battle standard- Standard of Discipline
Heroes
Sarus Scar-Veteran
Cold One
Glittering Scales
Ironcurse Icon
Shield
Sword of Striking
Skink Chief
Charmed Shield
Light Armour
Pidgeon Plucker Pendant
Sacred Stegadon Helm of Itza
Spear
Terradon
Beast Skink Priest
Dispel Scroll
Core
24xSaurus Warriors- FC
14x Skink Skirmishers - Britney-Spears (cause you know that their toxic)
14x Skink Skirmishers - Britne.....Javelins and shield...
10x Skinks
12x Skinks
Special
Bastilidon - Solar Engine
Bastilidon - Solar Engine
6x Cold One Rider - Musician + Champ
21x Temple Guard - Musician + Champ
4x Terradon Riders
---------------
- Slann goes with skinks to save TG's for early miscasts, but joins his boys when the enemy gets close or a potential Fly/hover charge is potential.
- Scar goes with coldones on the flank
- Chief goes "with" Terradons on the flank (behind them as he cannot join), all terradons will have the function of flying over units that decide to meet the Cold ones, either ruining them or just hurting them before going behind enemy lines.
- Beast Priest with other skinks (will roll for anhreheir or spear)
- Saurus + TG will act as the army-center, moving mid-field but staying out of danger for as long as possible, acting as a pressure point.
- Skirmishers will join up the flank, putting shots on whatever unit showing up to block the cold ones.
- The Bastiladons will be put one on each side of the Saurus blocks, putting +I on both and giving range for their missiles.
My approach for these is that I will 1-die them first thing each magic phase. I know I might lose 2 PD, but with 77.77% it means that "It will go off"...putting the choice of betting either 1DD + a wizards dispel lvl on stopping it, or trading 2-Dice for one onto my opponent.
A good bargain.
The one on with the flank troops will try to weaken threats in front of the Cold ones
The one on the Saurus side will try to weaken blocks that could resist when the 2-blocks advance.
I havnt tried it yet, but will during my next game.
Thoughts?