• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. A theoretical Skink army I'm thinking about building

Jungle Swarm

lightningpaws

New Member
Messages
4
Likes Received
0
Trophy Points
0
I posted this on Librarium Online as well, but thought I might get better feedback on a Lizardman-specific forum.

This army would be for friendly games, not hardcore competition. How do you think it will do? Any particular armies you think it would be strong or weak against? Your overall opinion?

--

Characters - 375 points:
1x Tehenhauin (special character, Skink Priest based), on foot, General
1x Skink Priest with Dispel Scroll and upgraded to level 2, on foot

Core - 956 points:
16x Skinks with 2x Kroxigor, upgraded with Champion, Standard Bearer, and Musician
16x Skinks with 2x Kroxigor, upgraded with Champion, Standard Bearer, and Musician
16x Skinks with 2x Kroxigor, upgraded with Champion, Standard Bearer, and Musician
20x Skinks, upgraded with Champion, Standard Bearer, and Musician
20x Skinks, upgraded with Champion, Standard Bearer, and Musician
10x Skink Skirmishers, upgraded with Champion

Special - 355 points:
10x Chameleon Skinks
1x Stegadon

Rare - 310 points:
2x Salamander Hunting Packs
2x Razordon Hunting Packs

Total points: 1996 / 2000
 
strewart says you can post the values for the categories(lord/hero, core, etc) and the total
 
guitarhero said:
no points values allowed.

skink champs are never worth it.


I disagree now. Especially if you put a character in those units. The situation goes like this:
Your opponent:
"My character will issue a challenge to your character!"
You:
"My unit chapion will step up and take it!"

This will allow any characters in the unit to get their hits in for one turn (which could alter the flow of combat). Which would be very helpful in a skink Army.
 
hmmmmm. I would really like to see a second stegadon in the list for some added hitting power which I think this list is seriously missing. Secondly I would like to see that unit of chameon skinks turn into two units of six.

You could drop the one unit of regular skink skirmishers pick up two chamos, and that would also give up some points toward the second steg. Not sure what else to drop to bring in the second steg.

It is looking like a fun list to play and play against but I also think this list will struggle to win even friendly games.
 
I'd Drop Stega and make your Boxes larger (35+)

I think you'd like to have some jungle swarms so that your Tehenhanuin gets look out sir!
 
Juhaaha said:
I think you'd like to have some jungle swarms so that your Tehenhanuin gets look out sir!

Sadly, Tehenhauin can't go with the jungle swarms, as he doesn't have the Unstable rule. A character has to be both Unbreakable and Unstable himself to join a unit with those rules.

I always take unit champions on skink units; for just a few points I can keep a powerful character from doing irreparable damage to the unit for a turn, and stay steadfast longer.
 
i seriously think your skink blocks are undermined wif a lak of numbers that really help wif taking out bigger things, i understand that your probably going to play gorilla warfare tactics wif unit after unit hitting and running but it wuld still help to beef ur skrox units. By puting 2 skrox units together to make 32 skinks and 4 krox, that would really give any unit in the game a run for its money and allow every other unit that you have to advance and/or regroup ( taking some fire power of your key hitter the steg)

just a thought to concider
 
Perhaps drop the special character and provide your Skinky Priest with an Engine of the Gods?

Also, why not drop the numbers of Skinks slightly and have most of them as skirmishers instead? In my experience they are invariably far more effective.
 
Back
Top