Kroxigor
darren watson
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Hi fellow lizard lovers..
I have been experimenting with a few different lists for the GT Heat 3 recently and had a lot success running this
General-Skink Chief (sickle, strategic master, obstinate blade)
Kroak
Astrolith (phoenix stone)
Starseer
Starpriest
Shadowstrike
40 skinks boltspitters and shields
10 skinks boltspitters and shields
(Above units Shadowstrike)
10 skinks boltspitters and shields
6 Ripperdactyls
What has surprised me most is the 40 strong unit of skinks. They can move 2d6 before the game starts, then move 8" and fire at range 16". They pump out 80 shots that hit on 2's (general and multiple skinks buff) and reroll 1's (Starpriest shadowstrike buff on one enemy unit). Average of 77 hits and produces around 30 odd wounds (killed a chicken of change in one first time I ran this).
You can also pop immune to battleshock once thanks to strategic master on your general which helps them survive the counter attack ready for next turn.
They are even pretty decent in combat if you can get them all in against other light infantry with the general's buff.
Army as a whole seems much more rounded from my previous builds and with 2 big threats now in the list (rippers) can also perform without relying on Kroak (managed to table a khorne list with 2 items that stop a spell and their blood tokens stopping spells. Kroak was shut down for 3 turns).
If this has been discussed before my apologies. Has anyone else had much success running large skink units?
If you haven't tried them, it's loads of fun watching your opponent scratch their head.. "but they're only skinks".
I have been experimenting with a few different lists for the GT Heat 3 recently and had a lot success running this
General-Skink Chief (sickle, strategic master, obstinate blade)
Kroak
Astrolith (phoenix stone)
Starseer
Starpriest
Shadowstrike
40 skinks boltspitters and shields
10 skinks boltspitters and shields
(Above units Shadowstrike)
10 skinks boltspitters and shields
6 Ripperdactyls
What has surprised me most is the 40 strong unit of skinks. They can move 2d6 before the game starts, then move 8" and fire at range 16". They pump out 80 shots that hit on 2's (general and multiple skinks buff) and reroll 1's (Starpriest shadowstrike buff on one enemy unit). Average of 77 hits and produces around 30 odd wounds (killed a chicken of change in one first time I ran this).
You can also pop immune to battleshock once thanks to strategic master on your general which helps them survive the counter attack ready for next turn.
They are even pretty decent in combat if you can get them all in against other light infantry with the general's buff.
Army as a whole seems much more rounded from my previous builds and with 2 big threats now in the list (rippers) can also perform without relying on Kroak (managed to table a khorne list with 2 items that stop a spell and their blood tokens stopping spells. Kroak was shut down for 3 turns).
If this has been discussed before my apologies. Has anyone else had much success running large skink units?
If you haven't tried them, it's loads of fun watching your opponent scratch their head.. "but they're only skinks".