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8th Ed. 2k GT army

Chameleon Skink

Ilnar3

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On the outside probably the least cheesiest list ever to enter the GT,but it's currently unbeaten
Looking for some tweaks and advice




Slan 275
Focused rumination Free
Higher state 405
Divine plaque
Focus of mystery

Scar vet
Cold one 153
Glittering scale
Burning blade
Shield

Saurus unit x30 360
Command

Skinkigor
3 krox 24 skinks. 307
Command

Skinkigor
3 krox 24 skinks 307
Command


Chameleon x 7


Chameleon x 7


5x terradons

Salamander


Salamander


Points %
Lord. 405. 20.25
Heroes. 153. 7.65
Core. 974 48.7
Rare. 150 7.5
Special 318. 15.9
2000 100


I know a lot of people poo the skrox unit but these guys hit khornate chaos warriors in the front, and usually win, and are always steadfast. Slaan takes life, obviously,
Terrys and chameleons hit war machines or lone mages since people put them outside units now, took a grey seer first turn yesterday with 84 points worth of skinks, a fair trade,
So, any thoughts?
 
Looks like a solid list.

I think that 5 terradons in a unit makes it more vulnerable to shooting and harder to hide behind a forest so I'd consider bringing the unit down to 3 and spending the points elsewhere.

Other than that, it's all good.
 
I run it 3x2 so it not to bad,
The problem I've found is that even if all 3 make it to the enemy neither their drop rocks or their attacks are enough to justify them, especially with the march block nerf
As is, 5d3 hits works out as 10 S4 hits plus the 5 javs and still have enough oomph to rear charge the depleted unit or take a warmachine second turn,
What would you swop the 60 points for if I did lessen the unit?
 
You could drop 2 terradons and one unit of chameleon and you get 144 pts to spend elsewhere. Either get a Skink Priest with some magical defense items or you could get 2 units of 10 skinks skirmishers which will allow you to screen your main force and possibly warmachine hunt once the time for protection has ended.
 
I know very little about the armies of 40K ORK high level and I will be brief. You have a lot of bodies and a decent mix of firepower. Sounds like a good thing. Please enjoy this army for the GT. It may seem surprising, can be destroyed by everyone that you play. Anyway it's good to see someone with balls to opt out of a Chaos Navy.
 
Hmmm, well despite still having not lost a game, I really need to be beaten, I'm getting terribly cocky in the build up to a GT I'm afraid the terrys have been sacked,
Only being able to use 2 in combat with cannon is frankly hurting them and third drop rocks ability is lacking credulance at 30 points a pop.
They have been replaced with a Chief on Terry with a big stick. Never going to see combat single skirmishing model should be hard to kill ESP since he flys and can hide reliably behind units for the cover save.
rerolling psychology where I need it each turn "should" makes his points back, and he will have a blowpipe, just coz, well, you never know.
Also squeezed in becalming on the slaan, I've really missed in in most of the games I've played without it.

Stronger/weaker?
Any glaring gaps anyone can see?


Slan
Focused rumination
Higher state
Divine plaque
Focus of mystery
Becalm

Scar vet
Cold one
Glittering scale
Great weapon

Skink chief
Terradon
LA/S
Bsb


Saurus unit x30
Command

Skinkigor
3 krox 24 skinks
Command

Skinkigor
3 krox 24 skinks
Command


Chameleon x 7


Chameleon x 7


Salamander


Salamander
 
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