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AoS 500 Point List ...how sad is it?

Skink Priest

pendrake

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Allegiance: Seraphon

Leaders
Saurus Scar-Veteran on Cold One(100)
- Artefact: Coronal Shield
Skink Priest (80)
- General
- Priestly Trappings
- Trait: Master of Star Rituals
- Artefact: Talisman of Blinding Light

Battleline
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Blades

Endless Spells
Malevolent Maelstrom (20)
Prismatic Palisade (30)

Total: 500 / 500
Extra Command Points: 0
Allies: 0 / 200
Wounds: 41
 
I like the list. I would take a Skink Starpirest instead of Skink Priest. You have no way to cast spells with the reg priest. Also, Summon Starlight!
 
Given that you only need 2 battlelines, wouldn't it be better to have a 10 knights unit?
 
So the ordinary Skink Priest can’t drive the 20&30 Point spells around? What is the point of him then...what is he able to do?


Thanks for the advice and tips so far; new and improved [?] List follows...

...do I have one too many artifacts? And why does the Scroll builder spell it “artefact”? My chellspecker is having a big problem with that.
 
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Given that you only need 2 battlelines, wouldn't it be better to have a 10 knights unit?
Take 2:

500 Point Escalation League Army
Allegiance: Seraphon

Leaders
Skink Starpriest (80)
- General
- Artefact: Talisman of Blinding Light

Saurus Scar-Veteran on Cold One (100)
- Artefact: Coronal Shield

Battleline
10 x Saurus Knights (180)
- Blades

5 x Saurus Knights (90)
- Lances

Endless Spells (
with lizardy theming)
Primitive Palisade —huge spikes of timber summoned forth from the ground
(Prismatic Palisade) (30)

Miasmic Maelstorm —a roving deadly swamp sinkhole
(Malevolent Maelstrom) (20)

Stats
Total: 500 / 500
Extra Command Points: 0
Allies: 0 / 200
Wounds: 41
 
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How are you getting two artifacts?

You can still take the Command Trait of Master of Star Rituals. It allows the Starpriest to gain the regular priest prayer.
 
Yep, only one artefact.
You would gain a second one if you bring a Starhost, which is not the case here.
 
[Q:]How are you getting two artifacts?

You can still take the Command Trait of Master of Star Rituals. It allows the Starpriest to gain the regular priest prayer.
[A:]I am just clicking drop downs in the Warscroll Builder. Click-click. Tap-tap.

Star Rituals...see below...and thanks for suggesting.

Yep, only one artefact.
You would gain a second one if you bring a Starhost, which is not the case here.
Starhosts/Battalions seem [very] cost prohibitive at this point level. Which one would be a good plan at the next level (1000 points)? Buried headline: this is for an escalation league, which hasn’t started yet. I’m just contemplating possibilities.

~~~~~~~~~~~~~~

New [improved?] idea for the command section:

Allegiance: Seraphon

Leaders
Skink Starpriest (80)
- General
- Trait: Master of Star Rituals

Saurus Oldblood (120)
- War Spear
- Artefact: Blade of Realities


Battleline

Total: 200 / 500
Extra Command Points: 6
Allies: 0 / 200
Wounds: 11

This ^ idea would give the Starpriest some company at Movespeed 5; Corrects the # of artefacts; and eliminates the Marlstrom Spell (that I don’t have a model for) because [the old blood is] 20 points more expensive.

OTOH: I have a pretty good idea for a way to scratch build a Palisade Spell, and Swamp theme it as well...
 
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[A:]I am just clicking drop downs in the Warscroll Builder. Click-click. Tap-tap.

Star Rituals...see below...and thanks for suggesting.

What I meant to say is rules wise how are you able to take a second artifact? Each army is allowed one artifact. You then get a further additional artifact per warscroll battalion included.

Never mind, just saw that you figured that part out.

If you are allowed to take artifacts of the realms you might at well take the Relic Blade (Chamon) or the Dimensional Blade (Ulgu) for -3 rend instead of only add addition -1 rend.
 
So the ordinary Skink Priest can’t drive the 20&30 Point spells around? What is the point of him then...what is he able to do?
The ordinary skink priest has his re-roll save bubble and that's it. It's a very good trick especially with priestly trappings,but with his mediocre statline & the seraphon lack of prayers, which priests of other factions do get, it is indeed a tad underwhelming.

As for the Knights, I'd actually stick with 3 units of 5, it gives you more manouverability & since your opponent isn't going to field large units either you're going to have difficulty attacking a target with more than 5 Knights at a time anyway.

Also, why does your last list only have 2 models and 6 command points but nothing good to spend those points on?

At this point level I'd go for one of the following

Knights based:
Skink starpriest 80
Scar vet on cold one 100

3x 5 Knights 270

An endless spell of choice
450/500 + 50 left for the endless spell
Probably the most rounded option.

Guard based:
Skink starpriest: 80
Skink priest with priestly trappings: 80

3x 5 guards: 270

Emerald swarm 60

490/500;
Provided your opponent doesn't bring 500 points worth of mortal wounds this should be a fairly sturdy list with save re-rolls and healing. And the healing should mean mortal wounds shouldn't just decimate you.

Razordon based:
Skink (star)priest: 80

2x 10 skinks: 120
6 razordons in any unit size combination: 240
1x 3 skink handlers: 40

480/500
Some razordons could be salamanders, but I think at this point level razordons will probably be better due to the larger amount of attacks per model.

Ripper based:
Skink (star)priest: 80
2x 10 skinks: 120
2x 3 rippers: 280

480/500

Terradon based:
Skink (star)priest: 80
2x 10 skinks: 120
2x 3 terradons: 240

440/500 60 points to spend on whatever.

The skinks in these last 3 lists are pure tax though given that 10 skinks won't do jack against anything… so if you can figure out a way to swap em for actually usefull batteline that'd be briljant.

There's also the option to go kroxigar based, but those shine against hordes so feels less appropriate here. Or to go for a big dinosaur, but that is going to end up with your dinosaur basicly being your entire army which isn't going to be a lot of fun to play… either your enemy kills the dinosaur or he doesn't and that's about all that the game will revolve around…

edit: And why does my tekst look different again, this is the second or third time this has happenend for no apparent reason...
 
The ordinary skink priest has his re-roll save bubble and that's it. It's a very good trick especially with priestly trappings,but with his mediocre statline & the seraphon lack of prayers, which priests of other factions do get, it is indeed a tad underwhelming.

As for the Knights, I'd actually stick with 3 units of 5, it gives you more manouverability & since your opponent isn't going to field large units either you're going to have difficulty attacking a target with more than 5 Knights at a time anyway.

Also, why does your last list only have 2 models and 6 command points but nothing good to spend those points on?

At this point level I'd go for one of the following

Knights based:
Skink starpriest 80
Scar vet on cold one 100

3x 5 Knights 270

An endless spell of choice
450/500 + 50 left for the endless spell
Probably the most rounded option.

Guard based:
Skink starpriest: 80
Skink priest with priestly trappings: 80

3x 5 guards: 270

Emerald swarm 60

490/500;
Provided your opponent doesn't bring 500 points worth of mortal wounds this should be a fairly sturdy list with save re-rolls and healing. And the healing should mean mortal wounds shouldn't just decimate you.

Razordon based:
Skink (star)priest: 80

2x 10 skinks: 120
6 razordons in any unit size combination: 240
1x 3 skink handlers: 40

480/500
Some razordons could be salamanders, but I think at this point level razordons will probably be better due to the larger amount of attacks per model.

Ripper based:
Skink (star)priest: 80
2x 10 skinks: 120
2x 3 rippers: 280

480/500

Terradon based:
Skink (star)priest: 80
2x 10 skinks: 120
2x 3 terradons: 240

440/500 60 points to spend on whatever.

The skinks in these last 3 lists are pure tax though given that 10 skinks won't do jack against anything… so if you can figure out a way to swap em for actually usefull batteline that'd be briljant.

There's also the option to go kroxigar based, but those shine against hordes so feels less appropriate here. Or to go for a big dinosaur, but that is going to end up with your dinosaur basicly being your entire army which isn't going to be a lot of fun to play… either your enemy kills the dinosaur or he doesn't and that's about all that the game will revolve around…

edit: And why does my tekst look different again, this is the second or third time this has happenend for no apparent reason...

You posting off your phone?
 
Also, why does your last list only have 2 models and 6 command points but nothing good to spend those points on?

It was just the leader section of the list. It was meant to be inserted into the previous list.
 
Honestly, at 500 MPP our most brutal option is a unit of Razodons. You can rip apart almost any other unit present in a 500 MPP game with them. If you have the models I recommend something like this:

Allegiance: Seraphon
- Mortal Realm: Ghur
LEADERS:
Skink Starpriest
(80)
- General
- Command Trait : Master of Star Rituals
- Artefact : Gryph-feather Charm

UNITS:
3 x Razordons (120)
40 x Skinks (240)
-Boltspitters & Star Bucklers
10 x Skinks (60)
-Meteoric Javelins & Star Bucklers

TOTAL: 500/500

This list will be shockingly tanky. Not due to the save characteristics, but it has something like 63 wounds. Killing off 63 wounds at 500MPP is no easy feat. Save your command points for auto passing any battleshock test on your Skink Blob. You will also have LoSaT at your dispossal to jump your Razordons and Skinks around allowing you to kill off enemy Heroes and glass cannons with Mass Shooting. I recommend keeping your 10 man Jav Skinks near your Starpriest for Look Out Sir. Otherwise play the objective and try to eliminate enemy heroes with your Blowpipes and Razordons. Avoid getting into combat range for as long as possible with your Razordons, but if a target of oppertunity arises they should be able to hold their own without worry of being overwhelmed provided you have sufficiently weakened the enemy with shooting.

I hope this was helpful. Best of luck!
 
Oh damn. This changes everything for me... Is that because "The Slann are able to bridge [...]" is not in bold? Don't see how I missed that to be honest..
 
Correct. The flavor text and rule text are not dependent on each other.
 
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