Skink
SlannRordrin
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I'm playing some OK tomorrow (2400 pts), I doubt I'll get to make any of your suggestions in time. Nevertheless, I'd like to hear your thoughts for future games.
Old Blood
Carn
Glittering Scales
Sword of Striking
Itzl Amulet
Carn Pendant
Shield
Skink Priest
lvl 2
Dispel Scroll
Diadem of Power
Skink chief
Ancient
Stegadon War-Spear
LA; S
10 Skink Skirmishers w/J; S
10 Skink Skirmishers
3 Terradons
6 Chamelons
24 Skink
2 Kroxy
Standard
24 Skink
2 Kroxy
Standard
24 Skink
2 Kroxy
Standard
30 Saurus w/Spear
Standard; Musician; Champion
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Reasoning:
I wanted to take enough skinks in the skrox units so that I'd get steadfast for as long as possible. I also like symmetry, which is why each has 24. No, typing that same unit so many times is not a mistake; I have 3 of the same unit.
I wanted to compare the Javeline with the Blowpipe, which is why there are a separate unit of each.
I brought the terradons to deal with any scouts harrassing me; their rocks may be fun to drop once; and I thought that maybe they'd be worth a sacrifice and throwing into his scrap launcher beast thing (if he brought one).
I went back and forth about the size of the saurus unit, but I figured I needed a large block out there on the field. Saurus look like the only unit that could maybe win combats against the ogres, but if I lost I wanted them to stay in combat long enough to get some flanks from either the Chief or Old Blood.
I am hoping that the Old Blood's 18 inch Inspiring Presance will keep all my steadfast units in combat long enough to allow flank/supporting charges.
The chief's lance is probably overpriced; but sounded like it would be fun. I picked an ancient primarily for the extra strength; 2d6 +1 St 6 Impact Hits sounds cool, plus d6 St 6 thunderstomp. On most things, I'll wound on 2 without ever needing to roll to hit.
The priest is entirely magic defense. I may get off Iceshard Blizzard once, but I'm not counting on it.
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Thoughts?
Old Blood
Carn
Glittering Scales
Sword of Striking
Itzl Amulet
Carn Pendant
Shield
Skink Priest
lvl 2
Dispel Scroll
Diadem of Power
Skink chief
Ancient
Stegadon War-Spear
LA; S
10 Skink Skirmishers w/J; S
10 Skink Skirmishers
3 Terradons
6 Chamelons
24 Skink
2 Kroxy
Standard
24 Skink
2 Kroxy
Standard
24 Skink
2 Kroxy
Standard
30 Saurus w/Spear
Standard; Musician; Champion
---
Reasoning:
I wanted to take enough skinks in the skrox units so that I'd get steadfast for as long as possible. I also like symmetry, which is why each has 24. No, typing that same unit so many times is not a mistake; I have 3 of the same unit.
I wanted to compare the Javeline with the Blowpipe, which is why there are a separate unit of each.
I brought the terradons to deal with any scouts harrassing me; their rocks may be fun to drop once; and I thought that maybe they'd be worth a sacrifice and throwing into his scrap launcher beast thing (if he brought one).
I went back and forth about the size of the saurus unit, but I figured I needed a large block out there on the field. Saurus look like the only unit that could maybe win combats against the ogres, but if I lost I wanted them to stay in combat long enough to get some flanks from either the Chief or Old Blood.
I am hoping that the Old Blood's 18 inch Inspiring Presance will keep all my steadfast units in combat long enough to allow flank/supporting charges.
The chief's lance is probably overpriced; but sounded like it would be fun. I picked an ancient primarily for the extra strength; 2d6 +1 St 6 Impact Hits sounds cool, plus d6 St 6 thunderstomp. On most things, I'll wound on 2 without ever needing to roll to hit.
The priest is entirely magic defense. I may get off Iceshard Blizzard once, but I'm not counting on it.
---
Thoughts?