Skink
Scorbol
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Hi all, I've posted this list on the 9th forum but I didn't get that much responses.
I really would like your advices as lizard generals to improve it. I'm planning big tournaments soon so I hope you guys can help me.
So I would like your opinion on this list. Keep in mind that I never was a fan of playing a lot of skinks even if their reputation is better than the saurus, I've always find skinks really week in CC. They got hit on 3 and wound on 2+ a lot of times so you loose combats by too much. But maybe I just don't know how to play them..
Anyway :
Cuatl lord : BSB, discipline, master of the wind, dispell scroll (465)
Saurian Warlord :Carnosaur, Lance, Armour of Desiny, Dusk stone, Divine Icon, (380)
30 Saurian Warriors : EMC, Serpent Warriors, Gleaming icon (5)
12 skink braves :skirmish, javelins (85)
12 skink braves :skirmish, javelins (85)
2 Swarms :Scout (65)
3 Sky Riders : pteranodons (100)
1 Tyroscutus : altar of snake god (130)
20 Temple guard : EMC , totem of mixcoatl (345)
Salamander : 75
Salamander : 75
Taurausor:Sharp horns, Ancient, ENgine (295)
Total 2495 pts.
So the idea is to get a very strong center supported by the taurosor and the tank to give the 2 main packs a 5+ ward and poison.
The two skirmish units will of course be less useful as it used to be but hopefully they will do the job, either redirect, run for warmachines or chase light cav.
The swarm, well redirect, block annoying things and with luck give better poison to a pack.
On their flanks, the salamanders, because I think they are very good and underrated.
The sky riders, probably waiting to get what the skirmishers won't be able to get or go straight to warmachines.
Finally, I'm quite happy about the combinaison on the warlord on baby carno. I think he can fight pretty much any other general with his 2+ reroll 4+ ward and divine attacks.
I usually play a low cost frog but I think I will rely on a strong magic phase to support my CC, reason for master of the winds on him. The question is what lore to play with this list.
I'm used to play this kind of CC oriented list that were performing quite well with the lore of light. I think it gives what SA lacks.
Cheers !
I really would like your advices as lizard generals to improve it. I'm planning big tournaments soon so I hope you guys can help me.
So I would like your opinion on this list. Keep in mind that I never was a fan of playing a lot of skinks even if their reputation is better than the saurus, I've always find skinks really week in CC. They got hit on 3 and wound on 2+ a lot of times so you loose combats by too much. But maybe I just don't know how to play them..
Anyway :
Cuatl lord : BSB, discipline, master of the wind, dispell scroll (465)
Saurian Warlord :Carnosaur, Lance, Armour of Desiny, Dusk stone, Divine Icon, (380)
30 Saurian Warriors : EMC, Serpent Warriors, Gleaming icon (5)
12 skink braves :skirmish, javelins (85)
12 skink braves :skirmish, javelins (85)
2 Swarms :Scout (65)
3 Sky Riders : pteranodons (100)
1 Tyroscutus : altar of snake god (130)
20 Temple guard : EMC , totem of mixcoatl (345)
Salamander : 75
Salamander : 75
Taurausor:Sharp horns, Ancient, ENgine (295)
Total 2495 pts.
So the idea is to get a very strong center supported by the taurosor and the tank to give the 2 main packs a 5+ ward and poison.
The two skirmish units will of course be less useful as it used to be but hopefully they will do the job, either redirect, run for warmachines or chase light cav.
The swarm, well redirect, block annoying things and with luck give better poison to a pack.
On their flanks, the salamanders, because I think they are very good and underrated.
The sky riders, probably waiting to get what the skirmishers won't be able to get or go straight to warmachines.
Finally, I'm quite happy about the combinaison on the warlord on baby carno. I think he can fight pretty much any other general with his 2+ reroll 4+ ward and divine attacks.
I usually play a low cost frog but I think I will rely on a strong magic phase to support my CC, reason for master of the winds on him. The question is what lore to play with this list.
I'm used to play this kind of CC oriented list that were performing quite well with the lore of light. I think it gives what SA lacks.
Cheers !
