Skink
peacemaker1987
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I try not to tailor my army as i want something that will be able to cope with most things, so this is my army that i am running at the moment, but i am going to make a few changes to it which i shall explain after i list the army.
This is also the army that i have been running against Tomb Kings for the last couple of games with varied success.
Slann Mage-Priest 440pts - Light
Becalming Cognition
Focused Rumination
Focus of Mystery
-BSB
-Cupped Hands of the Old ones
Saurus Scar Vet 161pts
Cold one Mt.
Armour of Destiny
Great Weapon
Saurus Scar Vet 133pts
Cold one Mt.
Light Armour
Sword of Battle
Shield
24 Saurus Warriors 318pts
spear
F.command
24 Saurus Warriors 318pts
spear
F.command
10 Skink Skirmishers 70pts
10 Skink Skirmishers 70pts
10 Skink Skirmishers 70pts
25 Temple Guard 445pts
F.command
Banner of Eternal Flame
Stegadon 235pts
2 Salamander
Right so i am thinking of splitting the two sallies in to two seperate packs.
Dropping one unit of saurus down to 20 men and having both the scar vets in that unit. I am going to change how i have kitted them out to maximize their attacks so that hopefully they should just rip through things quick. One shall likely have two hand weapons and venom or burning blade, and the other can have the crown of stubbornness. That was the unit they are with don't need to rely too much on the slann.
With the spare points i will include a lvl 1 skink priest with a dispel scroll, something i have been desperately needing.
Ill take eternal flame off of the temple guard and put the standard of discipline.
And i am thinking if i can find the points to make it an ancient steg with a skink chief on top carrying the warspear.
Unit of TG and 24 Saurus to act as anvils with steg and small saurus acting as the hammers. Lore of light to pump up weapon skill and initiative and hopefully give extra rerolling attacks. Skinks and sallies on the flanks to annoy or target big monsters.
Thoughts and advice?
This is also the army that i have been running against Tomb Kings for the last couple of games with varied success.
Slann Mage-Priest 440pts - Light
Becalming Cognition
Focused Rumination
Focus of Mystery
-BSB
-Cupped Hands of the Old ones
Saurus Scar Vet 161pts
Cold one Mt.
Armour of Destiny
Great Weapon
Saurus Scar Vet 133pts
Cold one Mt.
Light Armour
Sword of Battle
Shield
24 Saurus Warriors 318pts
spear
F.command
24 Saurus Warriors 318pts
spear
F.command
10 Skink Skirmishers 70pts
10 Skink Skirmishers 70pts
10 Skink Skirmishers 70pts
25 Temple Guard 445pts
F.command
Banner of Eternal Flame
Stegadon 235pts
2 Salamander
Right so i am thinking of splitting the two sallies in to two seperate packs.
Dropping one unit of saurus down to 20 men and having both the scar vets in that unit. I am going to change how i have kitted them out to maximize their attacks so that hopefully they should just rip through things quick. One shall likely have two hand weapons and venom or burning blade, and the other can have the crown of stubbornness. That was the unit they are with don't need to rely too much on the slann.
With the spare points i will include a lvl 1 skink priest with a dispel scroll, something i have been desperately needing.
Ill take eternal flame off of the temple guard and put the standard of discipline.
And i am thinking if i can find the points to make it an ancient steg with a skink chief on top carrying the warspear.
Unit of TG and 24 Saurus to act as anvils with steg and small saurus acting as the hammers. Lore of light to pump up weapon skill and initiative and hopefully give extra rerolling attacks. Skinks and sallies on the flanks to annoy or target big monsters.
Thoughts and advice?