Skink Chief
Mr Phat
9th Age Army Support
- Messages
- 1,586
- Likes Received
- 741
- Trophy Points
- 113
There has and will always be a lot of talk on how to kit out the cowboys, but Ive come to wonder how people actually play them.
I started wondering about placement opportunities after I had the epiphany of realizing that a character joining skirmishers also gains the rule (I used to think the unit lost it).
So now I usually put my boys on the side of Jav'n'shield skirmisher unit, and put them on the middle-flank area.
The skirmishers gives the cowboy skirmish, protecting him from shooting.
The cowboy makes the unit stupid, making the unit immune to psychology.
as both units wants to get across the table and get on the side of things, they synergize quite well.
It is also quite nice to have enemy chaff or flankers think again before going in.
I usually play em like this:
Go with the skink units and when an interesting target gets close he charges out and have the skinks go fire on something else.
If its hard to get him in the right position I use what I have named the "Stepping Stones" tactic:
I you like me usually have skinks all over the board, and if you plan correctly in you movement phase you can actually get the cowboy to move a couple of extra inches using the width of the skirmishers.
...................................................I--------Enemy block---------I
I-------Skinks1------I...........................I-----Skinks2------IOScar-Vet..................I-------Skinks3--------I
If you move Skinks1 up and turns its left side into a more vertical position like this
O Scar-vet New position
. -
...\
....\
.....\
......Skinks1......................................I--------Enemy block---------I
.......\
........\
.........\
......... - ........................I-----Skinks2------IO Scar-Vet old position...............I-------Skinks3--------I
and makes sure that Skinks1 right side is within the scar-vets movement, you can legally make him leave Skinks2 and join Skinks1 and then place him on the far left side, as placement in the unit dosnt count for movement.
You just got your cowboy to move a skinks-units width for free, possible setting up for a flank or rear charge.
also the obvious way to use stepping stones is also to keep your cowboy in skirmish cover while moving across the board, and what Ive found out is that when your opponent realizes that your skinks can potentially become a scar-vet-threat they start being pressured to deal with them even more than they did before.
how do you guys do?
- put em in saurus
- 5 COR for deliverance
- run solo as target saturation
..any neat tricks?
I started wondering about placement opportunities after I had the epiphany of realizing that a character joining skirmishers also gains the rule (I used to think the unit lost it).
So now I usually put my boys on the side of Jav'n'shield skirmisher unit, and put them on the middle-flank area.
The skirmishers gives the cowboy skirmish, protecting him from shooting.
The cowboy makes the unit stupid, making the unit immune to psychology.
as both units wants to get across the table and get on the side of things, they synergize quite well.
It is also quite nice to have enemy chaff or flankers think again before going in.
I usually play em like this:
Go with the skink units and when an interesting target gets close he charges out and have the skinks go fire on something else.
If its hard to get him in the right position I use what I have named the "Stepping Stones" tactic:
I you like me usually have skinks all over the board, and if you plan correctly in you movement phase you can actually get the cowboy to move a couple of extra inches using the width of the skirmishers.
...................................................I--------Enemy block---------I
I-------Skinks1------I...........................I-----Skinks2------IOScar-Vet..................I-------Skinks3--------I
If you move Skinks1 up and turns its left side into a more vertical position like this
O Scar-vet New position
. -
...\
....\
.....\
......Skinks1......................................I--------Enemy block---------I
.......\
........\
.........\
......... - ........................I-----Skinks2------IO Scar-Vet old position...............I-------Skinks3--------I
and makes sure that Skinks1 right side is within the scar-vets movement, you can legally make him leave Skinks2 and join Skinks1 and then place him on the far left side, as placement in the unit dosnt count for movement.
You just got your cowboy to move a skinks-units width for free, possible setting up for a flank or rear charge.
also the obvious way to use stepping stones is also to keep your cowboy in skirmish cover while moving across the board, and what Ive found out is that when your opponent realizes that your skinks can potentially become a scar-vet-threat they start being pressured to deal with them even more than they did before.
how do you guys do?
- put em in saurus
- 5 COR for deliverance
- run solo as target saturation
..any neat tricks?