• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. 2400 semi-competitive list

Skink

Vadraha

New Member
Messages
46
Likes Received
0
Trophy Points
0
Hey just wondering what others would change and still not sure about the best loadout for my scar-vet,
cheers

Characters

Slann mage priest
BSB - Banner of discipline
Wandering deliberations
Becalming cogitation
Resevoir of energy
Book of ashur
Ironcurse icon

Scar-veteran
Cold one
light armour
great weapon
(Either armour of fortune)
or Dawnstone, Dragonhelm

Core

24 Sarurus warriors
full command

24 skinks, 3 krox
Stabdard
musucian

10 skirmishers
javelins

10 skirmishers
javelins

Special

20 Temple guard
full command
banner of eternal flame

5 Cold one riders
(Scar-vet delivery system)

5 Ripperdactyl riders
(Wyssans in the rear or flank while miasma debuffing unit to shred things)

9 Chameleon skinks
(scouting should get 3 poison hits on warmachines on average)

Bastiladon
solar engine
(use this first spell in magic phase to draw out dice and hopefully force a failed dispel giving me magical dominance)

Salamander hunting pack
extra handler

Thanks guys
 
For an overall more dominant magic phase might consider the harmonic/channeling staff combo the potential extra dice are much more useful than the plus one to cast and it saves points. You can also eliminate resovoir under the same principle. I personally enjoy a book of ashur slann in my tetto build, but it's based on stretching your dice rather than just having more which is always a greater advantage.

You don't need light armor on you scar-vet if you take a magical set. I usually go with CO, GW, AOD for a 1+/4+ or a CO, GW, Dragonhelm, Dawnstone for a 1++ and potential 2+ against flaming for greater utility. You can even slap on the OTS or a magic weapon if you think you'll run into a lot of ward saves or ethereals.

The rest of the list seems fine; people tend to have feelings either way regarding skrox; you might be better suited with more skirmishers since you already have your two blocks, but I think you are fine with the three since you need to get your slann forward to use magic. (I would probably bulk up the saurus and TG; personal preferrence) Maybe if I've saved you enough points get two small units of rippers for some more flexibility, or some more COR; a five man unit won't get you too many LOS.

Best of luck.
 
Thank for the reply :)

All duly noted I only really use the skrox to tackle big things like monsters and they tend to do well might try out the channel combo, the idea of the list is to get lots of little spells off and with channelling could be good.

Thanks again
 
Back
Top