THE_LAIR said:
I know point for point the ksinks will kill white lions more effectivly than this build will. Altho the skinks will not win any combats against white lions. This is one of the worst possible matchups yet they still win.
This is wrong.
White Lions are ridiculously good against blocks just like the templeguard - well-armoured, and good toughness, and needs to be killed outrigt.
Against skinks, they are overkill, and are a complete and utter waste. It is the exact matchup you want to make.
Maybe it's because I also have a skaven army, so I am aware that "winning" combat isn't about destroying the enemy block - it can also be about tarpitting them forever without accomplishing anything. Point for point, you can have more than twice as many skinks, and thus ranks, than the White Lions, which makes you capable off keeping steadfast for most of the game, if you go for the standstill. Easier still, just grab a ton of 10-man units, and redirect them off the board, because they WILL destroy it, and they WILL overrun it, and fly off route. Congragulate your opponent on killing 50-100 points, while you slaughter the rest of his army. It's harder to do as lizardmen, because 50 points for 10 man is far more expensive than what skaven can do, but it still works all the same. Temple Guards are directly countered by White Lions, because they are easily capable of hitting CC because of their high armour save against shooting, but at the same time, skinks are a counter to the white lions, but for an entirely different reason. A "kill"-counter would be Couldron witch elves, who are capable of putting out more hurt than the white lions, while relying on a ward save, rather than toughness or armour save.
Cost is everything, and when you pay for ASF to not get ASL on greatweapons, while also having S4, and great armour saves against shooting, you are only paying the bare minimum to get the needed killing power to deal with units like Temple Guards, without wasting points on defense, which the Temple Guards would shred anyway. In fact, standard Saurus works better against them becausue of this as well - they cost less than the temple guards.
I have to agree though, you are better off throwing poison on units that lack the punch (IE Strength) to wound properly. This makes jungle swarms good against things like a steam tank, because templeguards do shred some of their high armour.
The problem with jungle swarms, is that they are too expensive to use with skinks. skinks can get poison for 2 points. why not just take that upgrade instead, and not have to rely on getting the swarm into combat as well, as well as managing to keep it alive? Not only is it cheaper in a lot of cases, it is also more effective. And skinks with their low S actually benefit from it, where few things have a high enough toughness to require poison on the templeguard. Maybe my local group just consists of far too many humans/elves/undeads, but Toughness 3 is just too widespread, making s5 more than enough. Poison is simply wasted points. Maybe against Dwarves or Ogres, or other lizardmen, but it is still pretty meh.