Note, I suffered my first loss against O&G. I didn't make any big mistakes, I was well on my way towards winning until Curse of the Bad Moon swung things. We had a fun battle with lots of unexpected twists. It certainly whet our appetite for more games but it's difficult to schedule game times with jobs and family obligations and whatnot. But anything is possible if you want it bad enough.
Pretty solid! Personally I like the High Magic Focus of Mystery route for the extra spells (8 is soooo much better than 4) and the ability trade into whatever lore you want on the fly.
I would normally agree, but because I am so rusty on 8th edition, I wanted to go with four spells to simplify things.
For 25pts it is an absolute steal. It really lets you take some calculated risks while dispelling and saving you some of those very precious dispel dice.
I agree, I actually goofed up and gave my Slann Becalming Cognition without paying for it, but apparently the dice hit me with karma because all my rerolls resulting from this were really bad.
Light really helps address some of the Lizzies' deficiencies.
It does, I built my list and strategy around it. I kept most of my heavy hitters in close proximity and benefited from the EOTG Ward save and the Slann casting bubbled Light spells. This how I was winning until Curse of the Bad Moon flipped things.
I'll do a proper battle report soon. There were a lot of unexpected surprises. I guess I usually give my Temple Guard the Banner of Eternal Flame. This was a rare instance where I did not. I didn't realize that my opponent was so used to me giving the Temple Guard flaming attacks that he had his trolls give the TG a wide birth and he gave his fighting heroes the anti-flaming attack items.
Likewise, my friend threw me for a loop by
not taking wolf riders. I thought that was his favorite O&G unit.
Usually I sink a lot of points into characters and my opponents goes character light, but this time we switched roles.
Plan A for my Kroxigors was to have Skink skirmishers redirect monsters and chariots to let Kroxigor charge them and kill them.
Plan B was to provide supporting charges for my Temple Guard block.
But I ended up improvising a Plan C. The Kroxigor actually absorbed a lot of shooting attacks then ended up taking out the doom dive and rock lobber before flanking a big block of goblins. Not what I had in mind, but it worked.
My Salamanders roasted a bunch of goblins but while positioning them to roast goblins, I noticed both packs ended up with an open path to charge a bolt thrower. Fun times.
This will be a challenge to take down without dedicated war machine hunters, clever positioning/movement with your skink skirmishers will be critical.
He ended up taking fewer war machines than I anticipated. Three spear chukkas, a doom diver, and a rock lobber. I didn't take any camo skinks because my models a bit brittle and in my experience O&G tend to fill the table so well there aren't a lot of places to put them. Regular skink skirmishers do okay at taking out war machines with their 12 inch march moves.
Pricey... especially if he has a crap ton of Spear Chukkas.
The EOTG Steggy turned out to be a very valuable unit. Much more than I expected. But it might have helped that the Kroxigor drew most of the artillery fire and he rolled a fair few misfires.
It might be a fluke, but I intend to take EOTG Steggies more often when I'm playing an army that does not have cannons. At least my next two or three games.
What role will these [20 cohort skinks] fulfill? Who are they meant to engage? Also, I'd probably drop the FC and go with just a musician.
I'm proud of my paint job on the standard. I have a unit champion so he can eat a challenge to protect the Skink priest if necessary.
I like to have a 20 man unit, just in case of the watch tower scenario. Even if a watch tower scenario does not come up, they still earn their points. Because they are cheap points-wise, they don't have to create a miracle to earn their keep.
The BRB terrain generator and my friend's collection of terrain pieces is skewed heavily towards buildings. As the BRB specifies, we take turns placing terrain. I usually like to make sure there is at least one building somewhat near the center of the table.
In my experience, Cohort Skinks are very good at occupying buildings (they are certainly cheaper skirmishers). Since javelins are quick to fire,
every unit that assaults a building is going to face a poisoned stand and shoot. There are nearly always a few enemies units within 12 inches of these buildings for me to take a pot shot. In often 300 points of enemies to dislodge 130 points of cohort skinks from a building if they bother at all. Also, I usually put a skink priest with the cohort. They got a good vantage point to cast Lore of Heavens spells or act as an arcane vassal to the Slann's magic missiles and since I don't have to put a Skink priest in the ten models designated to fighting a building fight, the skink priest is also hard to kill.
I often use my entrenched Skink shooters to "seal the deal" and finished off fleeing or badly depleted units.
I take a 20 model skink cohort in nearly every LM army list of 2400+ points and I rarely regret doing so.