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8th Ed. How do you use chamo skinks?

Hunting warmachines, lone characters, and sometimes monsters/chariots. Make sure they can't get charged on the first turn but are close enough to move up and shoot your primary target as fast as possible. Always make sure that IF they are going to get charged, you are in a position to stand and shoot to take a bit down with you.
 
stewart is right. they are superb at killing warmachines. a unit of 6 will do 12 shots, 2 of which should be poisoned. WM crews usually have bad armour, so you should be able to kill about 2 crew Per turn with such unit. With two, you can kill a warmachine per turn on average. That is very very good. After WMs are taken care of, enemy light units make good targets, as do monsters and chariots, and ofc the careless lone mage. Make sure they never go in CC though because they are incredibly weak there.

GL
/T
 
Nah don't bother in 500 points. Normal skink skirmishers will do just as good if needed.
 
Ultimate cheese at 500 points would be skinks + terradons command by a cheap skink priest. Unless you play on smaller than a 3x3 board you should be able to keep your skirmishers out of the opponents charge arc the whole game.
 
Cab someone comment on my list?also the special rules. 3d3 casting dice (they count as d6 for dispel dice), only up to 200 points of shooting, hero can be worth up to 150 instead of the normal 125.
I thought I'd bring a salamander, scarvet on foot( or skink priest), and 2 blocks of 15 saurus , any tips for items? And can someone write me a better list?
 
Kharn The Betrayer said:
3d3 casting dice (they count as d6 for dispel dice)
? So you get between 3-9 power dice with the highest roll giving 1-6 dispel?

I thought I'd bring a salamander, scarvet on foot( or skink priest), and 2 blocks of 15 saurus , any tips for items? And can someone write me a better list?
I would suggest a priest (lv 2 + plaque of tepok if you can squeeze it in). Personally I would want some skirmishers. Replace a Saurus unit with skinks and/or terradons?
 
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