Skink
lustria2009
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Ok, i decided to focus more on magic defense than offense and a bunch of hard hitting units. Remember Ard Boyz. No points deduct for comp or paint or anything. Just straight up battle!
Here's where the army stands now:
Heroes / Lords
OldBlood on Carny
Light Armour, Glyph Necklace, Burning Blade & Bane Head, Enchanted Shield.
Skink Priest Lvl1 Dispel x2 (Scroll Caddy)
Skink Priest Lvl2 w/ EoTG Dispel x2
Skink Priest Lvl1 w/ EoTG Dispel x1 and Diadem of Power
Skink Chief on Ancient Steg w/ War Spear and BSB
Core
Saurus 18 w/ music and standard (deployed 6x3)
Saurus 18 w/ music and standard (deployed 6x3)
10 Skink Blowpipes
10 Skink Blowpipes
Special
Terradons x 4
Cold One Riders 7 w/ music, standard and Warbanner
Rare
Salamander x2 w/ extra handler
I am getting more comfortable with my list as i test it. The one thing i still wonder about is the blocks of Saurus. They are the slowest thing in the army. I have considered dropping the warrior blocks for a Scar Vet in the COR's, plus adding more skinks, either skirmishers or ranked or both, maybe even some chameleons. That would give me 5 units of 10x Blowpipes plus 2 naked 10x Skink Cohorts, and a Scar Vet to lead the COR, then i might transfer the BSB to the Scar Vet vs the Skink Chief on Steggy. This is the main area where i am thinking of tweaking things. Fresh eyes sometimes see things differently, so please comment as you see fit.
As for magic defense i count 5 dispel scrolls and 8 Dispel Dice. Hoping that's enough given the Ard Boyz setting.
Can you think of anything that i should drop / add for the effectiveness? Make the swap of the Saurus Warriors for more skinks? Keep it the way it is for the balance and some nasty CC units w/ rank and standard bounuses?
Any and all comments are appreciated! As always, thanks for looking and taking the time to post!
Here's where the army stands now:
Heroes / Lords
OldBlood on Carny
Light Armour, Glyph Necklace, Burning Blade & Bane Head, Enchanted Shield.
Skink Priest Lvl1 Dispel x2 (Scroll Caddy)
Skink Priest Lvl2 w/ EoTG Dispel x2
Skink Priest Lvl1 w/ EoTG Dispel x1 and Diadem of Power
Skink Chief on Ancient Steg w/ War Spear and BSB
Core
Saurus 18 w/ music and standard (deployed 6x3)
Saurus 18 w/ music and standard (deployed 6x3)
10 Skink Blowpipes
10 Skink Blowpipes
Special
Terradons x 4
Cold One Riders 7 w/ music, standard and Warbanner
Rare
Salamander x2 w/ extra handler
I am getting more comfortable with my list as i test it. The one thing i still wonder about is the blocks of Saurus. They are the slowest thing in the army. I have considered dropping the warrior blocks for a Scar Vet in the COR's, plus adding more skinks, either skirmishers or ranked or both, maybe even some chameleons. That would give me 5 units of 10x Blowpipes plus 2 naked 10x Skink Cohorts, and a Scar Vet to lead the COR, then i might transfer the BSB to the Scar Vet vs the Skink Chief on Steggy. This is the main area where i am thinking of tweaking things. Fresh eyes sometimes see things differently, so please comment as you see fit.
As for magic defense i count 5 dispel scrolls and 8 Dispel Dice. Hoping that's enough given the Ard Boyz setting.
Can you think of anything that i should drop / add for the effectiveness? Make the swap of the Saurus Warriors for more skinks? Keep it the way it is for the balance and some nasty CC units w/ rank and standard bounuses?
Any and all comments are appreciated! As always, thanks for looking and taking the time to post!