• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

7th Ed. Skink braves

Jungle Swarm

gamesbluetiger

New Member
Messages
5
Likes Received
0
Trophy Points
0
When using Skink scurmishers is it worth using a Brave? Hardly seems worth it to me but as a relative Warhammer novice i would value any experienced players opinions.
Thanks
 
It can depend on your setup, but the general feeling its 2xshots from blowpipes with 6s to hit, pro the poison and auto wound. Having +1 to hit for 1 model isn't really worth it with that approach.
 
EDIT: Analysis of Skink Chiefs, not Skink Braves! (My mistake)

They seem quite useless on foot, yes. The leadership they provide a skink unit is a waste, as skink units are sacrificial anyway. A skink unit shouldn't get into combat (or at least, its not their optimal use), so that extra leadership and higher BS on 2 shots is really everything you gain by taking a skink chief.


In my eyes, skink chiefs are good for 3 things:

1. Using his BS 5 to get the giant bow on a stegadon more accurate.

2. Equipping him with the Stegadon War Spear and mounting him on a Stegadon Ancient.

3. Equipping him with Staff of the Lost Sun. With 3x S5 shots per turn firing on BS5, he might actually be useful on foot. In that case, move him into a wood along with some blowpipe-skinks and fire away!
 
Aren@ it's skink brave, not skink chief. ;)

I never use braves, they're a point sink that I can get more saurus for.
 
i toss one in my unit because it gives me 2 dice out of 20 that wound on 6 if I move and multishoot and targets are out of short range which is not uncommon, jungle poison isn't worth anything when everyone else needs to roll a 6 and then 4,5,6 in that case...and a 5 to hit normally cause the blowguns range is so short
 
fer said:
i toss one in my unit because it gives me 2 dice out of 20 that wound on 6 if I move and multishoot and targets are out of short range which is not uncommon, jungle poison isn't worth anything when everyone else needs to roll a 6 and then 4,5,6 in that case...and a 5 to hit normally cause the blowguns range is so short

You aren't required to use the multi-shot feature, and if you think after moving most of your guys are at long range, you should just fire a single shot from each so that you can still possibly poison something. i.e. you will still hit on 6's.
 
ya, I know...just seems that throwing more dice at the problem might hit something...

i have terrible luck with poison shots any way I try it honestly...to the point I kick around removing that unit altogether
 
The big thing is that they are unit champions, and therefore could challenge something, you never know when that might be useful in a skirmish unit.... I take them quite often in the ranked units because often people just forget about them and it's another attack, or they can take the challenge for a kroxigor. What I really wish is that the kroxigor could challenge, or that he could say a kroxigor is his mount/familiar or something and bring him into the challenge. I'm pretty sure a skink could ride a kroxigor.... they ride frigging everything else in the whole darn jungle.
 
DonkeyHotep said:
they ride frigging everything else in the whole darn jungle.


Skink on a Thunder Lizard. Now that would be EPIC

Saying that GW should make the Thunder Lizards.
 
in skirmishers No
in skink cohorts yest,
just for the joke of a skink in a challenge :D
 
Yes, to have a brave challenge a Bloodthirster would be awesome :D
 
skink braves in skirmishing units, i find them useless, chiefs though can be set up to actually kill something, and you could give him some solid attacks and suprise your opponent by actually doing something with him.
 
In my option you pay 6 pts for +1 attack ,so i would have to say no.I do not us them.
 
Back
Top