Chameleon Skink
Hiv0r
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Lords:
Slann Mage Priest – Focus of Mystery, Harmonic Convergence, Reservoir of Energy, Channeling Rod, BSB, General
Heros:
Tetto’Eko
Scar Veteran – Cold One, Sword of Striking, Glittering Scales, Shield, Luckstone
Scar Veteran – Cold One, Great Weapon, Dawnstone, Light Armour, Dragonhelm
Skink Chief – Ripperdacytl, The Egg of Quango, Enchanted Shield, Spear, Light Armour
Core:
10 Skink Skirmishers – Javelins & Shields
10 Skink Skirmishers – Javelins & Shields
10 Skink Skirmishers – Javelins & Shields
10 Skink Cohorts
24 Skinks, 3 Kroxigors – Musician, Standard
Special:
5 Chameleon Skinks
24 Temple Guard – Musician, Standard
Rare:
3 Ripperdactyls
3 Ripperdactyls
1 Salamander
1 Salamander
2399
Anything worth talking about in the list:
The army is a delicate army to use much like last edition. I found it impossible to make a carnosaur fit but I feel I have a few punchy units there enough to make the list handle a real power list such as warriors (relying on comet quite a bit)
Slann: Generates dice a lot of dice, the plan is to swap out one of the high spells for wyssans on the temple guard as soon as possible.
Tetto'Eko: Might seem overkill on the magic but his ability lets a lot of 1 dice spells only fail on a roll of 2 which can be devestating. Also iceshard blizzard and comet are the only spells I plan on casting with this guy. Comet can be amazing when you cant deal with an army coming towards you and allowing you to zone out an opponent.
Scar Vets: Pretty standard build mixture of great defense and offense. Potentially could do with going more aggressive with one
Skink Chief: Glass cannon. Really like this guy was tempted to drop a scar vet for a second one with the stegadon helm thing for the impact hits and toughness.
Skirmishers: Standard, very strong in the new list, wish I could have more of these however they are likely to get comped soon.
Cohorts: bunker for tetto
Skrox: Love these guys in the right match up. Boosting the weapon skill with high magic so the skrox are hitting on 3's will be incredibly important.
Templeguard: Hammer unit. Was tempted to take Saurus here but I think for +3 points getting +1 weapon skill +1 strength and +1 armour when not in combat is worth the cost. The slann can always jump in here if he needs to.
Rippers: Trying them out they look like they are pretty good assassins when placing those bloat toads on a unit. Threatening for mage bunkers etc.
Salamander: Really tempted to put these guys in one unit but I want them to still be a cheap 80 point re-director if needs be. In a single unit the slann's walk between worlds could allow a very good flame shot off while keeping them in a safe position.
Let me know what you think.
Slann Mage Priest – Focus of Mystery, Harmonic Convergence, Reservoir of Energy, Channeling Rod, BSB, General
Heros:
Tetto’Eko
Scar Veteran – Cold One, Sword of Striking, Glittering Scales, Shield, Luckstone
Scar Veteran – Cold One, Great Weapon, Dawnstone, Light Armour, Dragonhelm
Skink Chief – Ripperdacytl, The Egg of Quango, Enchanted Shield, Spear, Light Armour
Core:
10 Skink Skirmishers – Javelins & Shields
10 Skink Skirmishers – Javelins & Shields
10 Skink Skirmishers – Javelins & Shields
10 Skink Cohorts
24 Skinks, 3 Kroxigors – Musician, Standard
Special:
5 Chameleon Skinks
24 Temple Guard – Musician, Standard
Rare:
3 Ripperdactyls
3 Ripperdactyls
1 Salamander
1 Salamander
2399
Anything worth talking about in the list:
The army is a delicate army to use much like last edition. I found it impossible to make a carnosaur fit but I feel I have a few punchy units there enough to make the list handle a real power list such as warriors (relying on comet quite a bit)
Slann: Generates dice a lot of dice, the plan is to swap out one of the high spells for wyssans on the temple guard as soon as possible.
Tetto'Eko: Might seem overkill on the magic but his ability lets a lot of 1 dice spells only fail on a roll of 2 which can be devestating. Also iceshard blizzard and comet are the only spells I plan on casting with this guy. Comet can be amazing when you cant deal with an army coming towards you and allowing you to zone out an opponent.
Scar Vets: Pretty standard build mixture of great defense and offense. Potentially could do with going more aggressive with one
Skink Chief: Glass cannon. Really like this guy was tempted to drop a scar vet for a second one with the stegadon helm thing for the impact hits and toughness.
Skirmishers: Standard, very strong in the new list, wish I could have more of these however they are likely to get comped soon.
Cohorts: bunker for tetto
Skrox: Love these guys in the right match up. Boosting the weapon skill with high magic so the skrox are hitting on 3's will be incredibly important.
Templeguard: Hammer unit. Was tempted to take Saurus here but I think for +3 points getting +1 weapon skill +1 strength and +1 armour when not in combat is worth the cost. The slann can always jump in here if he needs to.
Rippers: Trying them out they look like they are pretty good assassins when placing those bloat toads on a unit. Threatening for mage bunkers etc.
Salamander: Really tempted to put these guys in one unit but I want them to still be a cheap 80 point re-director if needs be. In a single unit the slann's walk between worlds could allow a very good flame shot off while keeping them in a safe position.
Let me know what you think.