Salamander
Eladimir
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As requested wanted to start a skink thread.
Chamo Skinks - Fantastic unit, the extra BS allows for move long range and double tap on all turns and scouting rule puts them in great places. Reasonably cheap and min size of 5 keeps them small costed.
Skrox Units - Our best non shooting counter to elite troops or Str6 GW troops. The math was done in another thread but Skinks have the exact same survivability vs Str6 troops as saurus do and at half the cost. They are quick, good flankers or as a core unit with lots of ranks to hold steadfast for multiple rounds. Add in the fact that they can swift reform into a huge 2 rank row of javelin shots for only 5 points a piece.
Skink Skirmisher - Personally they dont do it for me. 70 points min for a unit with blowpipes. Which unless you can stay within 6 inches of the target means you can't double tap and still hit on 6's. This to me makes the upgrade to javelins near mandatory for the 6++ CC save and with quickfire you usually hit on 5's. But bumps the cost to 80 points for a unit.
Uses-
Monsters- They are good againist tough unarmored targets like giants but face it those kind of monsters are few and far between.
Redirectors - But lining up at an odd angle they can force charges and pull units out of position. I feel this is removed since you'll be destroyed in CC and flee so they can just reform facing the way they wanted. So it was an 80 point speed bump to slow them for a turn.
Just wanted to throw some opinons out there. Any thoughts comments or even better disagreements are welcomed. I am certianly willing to debate the usefulness of skink skirmishers because warseer once rated them top 5 core units in the game, and some of them must know what they are talking about
Chamo Skinks - Fantastic unit, the extra BS allows for move long range and double tap on all turns and scouting rule puts them in great places. Reasonably cheap and min size of 5 keeps them small costed.
Skrox Units - Our best non shooting counter to elite troops or Str6 GW troops. The math was done in another thread but Skinks have the exact same survivability vs Str6 troops as saurus do and at half the cost. They are quick, good flankers or as a core unit with lots of ranks to hold steadfast for multiple rounds. Add in the fact that they can swift reform into a huge 2 rank row of javelin shots for only 5 points a piece.
Skink Skirmisher - Personally they dont do it for me. 70 points min for a unit with blowpipes. Which unless you can stay within 6 inches of the target means you can't double tap and still hit on 6's. This to me makes the upgrade to javelins near mandatory for the 6++ CC save and with quickfire you usually hit on 5's. But bumps the cost to 80 points for a unit.
Uses-
Monsters- They are good againist tough unarmored targets like giants but face it those kind of monsters are few and far between.
Redirectors - But lining up at an odd angle they can force charges and pull units out of position. I feel this is removed since you'll be destroyed in CC and flee so they can just reform facing the way they wanted. So it was an 80 point speed bump to slow them for a turn.
Just wanted to throw some opinons out there. Any thoughts comments or even better disagreements are welcomed. I am certianly willing to debate the usefulness of skink skirmishers because warseer once rated them top 5 core units in the game, and some of them must know what they are talking about