Salamander
airjamy
Well-Known Member
- Messages
- 824
- Likes Received
- 611
- Trophy Points
- 93
++ Characters [995 pts] ++
Skink Chief [318 pts]
(Additional hand weapon, Light armour (Calloused hide), Battle Standard Bearer, Stegadon, Talisman of Protection)
Skink Priest [365 pts]
(Hand weapon, Light armour (Calloused hide), Level 2 Wizard, Ancient Stegadon, Glyph Necklace, Battle Magic)
Saurus Scar-Veteran [312 pts]
(Hand weapon, Heavy armour (Scaly skin), Shield, General, Carnosaur, Dragon Slaying Sword)
++ Core Units [544 pts] ++
10 Skink Skirmishers [60 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)
10 Skink Skirmishers [60 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
17 Saurus Warrior [274 pts]
(Hand weapons, Shields, Heavy armour (Scaly skin), Shieldwall, Spawn Leader (champion) [Charmed Shield], Standard bearer)
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
++ Rare Units [460 pts] ++
1 Ancient Stegadon [230 pts]
(Great horns and giant bow, Skink Crew (x5) with hand weapons and Javelins (required))
1 Ancient Stegadon [230 pts]
(Great horns and giant bow, Skink Crew (x5) with hand weapons and Javelins (required))
---
Created with "Old World Builder"
Have been playing this to pretty good effect! 5 T6 monsters, 2 of which that go in front have 7 wounds and a 5+ ward is very hard for people to deal with. With the 4 Great Bows and 2 scouting skink units you can start the shooting pressure from turn 1 even if you have the first turn, and the skinks control the board very nicely. Saurus block is there because it must be. The Scarvet is the hail mary answer to an enemy Dragon and a good option as a general, him together with a Steg does actually do quite a bit of damage. The Skink Priest is there to have a little bit of magic defence with Battle Magic to do the Assailment signature in close combat, but to be honest, i have found magic quite lackluster and possibly even ignorable in TOW, so just going another Chief on a Steg in that slot might even be better. The Skink Steg is the best one, giving Poisoned Attacks to all attacks is actually pretty key with their low WS, all the damage they do just adds up. What is also quite nice is that your last drop (the characters) are actually 1000 points of the army, so you can basically always see where your opponent's stuff goes to be able to deploy your answers accordingly. Especially the Scarvet, who 100% only wants to hunt Behemoths, really likes that. What do you think, any pointers?
Skink Chief [318 pts]
(Additional hand weapon, Light armour (Calloused hide), Battle Standard Bearer, Stegadon, Talisman of Protection)
Skink Priest [365 pts]
(Hand weapon, Light armour (Calloused hide), Level 2 Wizard, Ancient Stegadon, Glyph Necklace, Battle Magic)
Saurus Scar-Veteran [312 pts]
(Hand weapon, Heavy armour (Scaly skin), Shield, General, Carnosaur, Dragon Slaying Sword)
++ Core Units [544 pts] ++
10 Skink Skirmishers [60 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)
10 Skink Skirmishers [60 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
17 Saurus Warrior [274 pts]
(Hand weapons, Shields, Heavy armour (Scaly skin), Shieldwall, Spawn Leader (champion) [Charmed Shield], Standard bearer)
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
10 Skink Skirmishers [50 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides))
++ Rare Units [460 pts] ++
1 Ancient Stegadon [230 pts]
(Great horns and giant bow, Skink Crew (x5) with hand weapons and Javelins (required))
1 Ancient Stegadon [230 pts]
(Great horns and giant bow, Skink Crew (x5) with hand weapons and Javelins (required))
---
Created with "Old World Builder"
Have been playing this to pretty good effect! 5 T6 monsters, 2 of which that go in front have 7 wounds and a 5+ ward is very hard for people to deal with. With the 4 Great Bows and 2 scouting skink units you can start the shooting pressure from turn 1 even if you have the first turn, and the skinks control the board very nicely. Saurus block is there because it must be. The Scarvet is the hail mary answer to an enemy Dragon and a good option as a general, him together with a Steg does actually do quite a bit of damage. The Skink Priest is there to have a little bit of magic defence with Battle Magic to do the Assailment signature in close combat, but to be honest, i have found magic quite lackluster and possibly even ignorable in TOW, so just going another Chief on a Steg in that slot might even be better. The Skink Steg is the best one, giving Poisoned Attacks to all attacks is actually pretty key with their low WS, all the damage they do just adds up. What is also quite nice is that your last drop (the characters) are actually 1000 points of the army, so you can basically always see where your opponent's stuff goes to be able to deploy your answers accordingly. Especially the Scarvet, who 100% only wants to hunt Behemoths, really likes that. What do you think, any pointers?
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