Greetings and welcome.
Hope you are sitting comfortable, so let us begin.
Me and my fellow players have decided to bring in new players to the hobby and therefore have started a small campaign that will slowly grow in points, though starting at 500p.
I took the opportunity to leave my Tomb Kings and Vampire Counts behind to start anew, something completly different; I empaced the Jungle.
This is basically my first ideas on running a skink army. The vanguard of the actual force. Facing WoC, Skaven, Empire and either DE/OnG/Ogre - last player hasn't decided yet what to bring.
First of the 500p (499p)
Skink Priest General
LvL 2, Heavens. - Ruby Ring of ruin.
-
2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
-
Bastiladon
-
Salamander - 1 extra handler.
-------------
Quite simple really, in these situations I will lose combat really no matter how I build. So I will rely (rather foolishly) on magic and shootig to do the job for me. But since in 500p there will be little resistance overall I think I can have a shot.
Ruby ring of ruin is excellent in small games, heavens can buff or hex, the Bastiladon can be amazing and the Salamander can barbeque the skaven hordes. - Atleast it's the idea.
Havn't decided though between blowpipes or javelins and I have noticed that the forum is pretty devided on that part.
Moving forward.
The 1000p list. (998p)
Skink Priest General
LvL 2, Heavens. - Ruby Ring of ruin.
-
Skink Chief on Ripperdactyl. 2+ Armoursave 2+ ward against fire.
Spear, Light armour, Enchated Shield, Dragon bane gem, Egg of Quango
-
2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
-
25 Skink Cohorts. - Full Command, Poison.
-
4 Ripperdactyl Riders - Brave
-
Bastiladon
-
Salamander - 1 extra handler.
-----------
The vanguard has grown in size. More bodies and more targets for the enemy to take into consideration. (I am aware that the Skink Chief can't join the rippers intill there is an FAQ but still, he's quite hard with s5 on the charge.) Mage hunter basically is his role and the ripperdactyls roam the flank fore something exposed.
Hopefully this will get the job done. Though I wonder how to expand later on. When is it obliged to take the Slaan and so on. Please say what you think to a mere new spawn and kudos for reading.
Hope you are sitting comfortable, so let us begin.
Me and my fellow players have decided to bring in new players to the hobby and therefore have started a small campaign that will slowly grow in points, though starting at 500p.
I took the opportunity to leave my Tomb Kings and Vampire Counts behind to start anew, something completly different; I empaced the Jungle.
This is basically my first ideas on running a skink army. The vanguard of the actual force. Facing WoC, Skaven, Empire and either DE/OnG/Ogre - last player hasn't decided yet what to bring.
First of the 500p (499p)
Skink Priest General
LvL 2, Heavens. - Ruby Ring of ruin.
-
2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
-
Bastiladon
-
Salamander - 1 extra handler.
-------------
Quite simple really, in these situations I will lose combat really no matter how I build. So I will rely (rather foolishly) on magic and shootig to do the job for me. But since in 500p there will be little resistance overall I think I can have a shot.
Ruby ring of ruin is excellent in small games, heavens can buff or hex, the Bastiladon can be amazing and the Salamander can barbeque the skaven hordes. - Atleast it's the idea.
Havn't decided though between blowpipes or javelins and I have noticed that the forum is pretty devided on that part.
Moving forward.
The 1000p list. (998p)
Skink Priest General
LvL 2, Heavens. - Ruby Ring of ruin.
-
Skink Chief on Ripperdactyl. 2+ Armoursave 2+ ward against fire.
Spear, Light armour, Enchated Shield, Dragon bane gem, Egg of Quango
-
2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
-
25 Skink Cohorts. - Full Command, Poison.
-
4 Ripperdactyl Riders - Brave
-
Bastiladon
-
Salamander - 1 extra handler.
-----------
The vanguard has grown in size. More bodies and more targets for the enemy to take into consideration. (I am aware that the Skink Chief can't join the rippers intill there is an FAQ but still, he's quite hard with s5 on the charge.) Mage hunter basically is his role and the ripperdactyls roam the flank fore something exposed.
Hopefully this will get the job done. Though I wonder how to expand later on. When is it obliged to take the Slaan and so on. Please say what you think to a mere new spawn and kudos for reading.