Not much talk about Skink Chiefs yet. I know we are so used to them being worthless no one thinks about them but now at 40 points I think there are a few things they can get done! When you think about 2 skink chiefs being the same price as 1 Scar vet and dealing out 6 WS4 S4 I6 attacks it doesn't look all that bad (other than their defensive stats).
1) I think they synergize pretty well with Skrox units. They have high initiative attacks which can actually do something (unlike skink cohorts). This gives you a shot to take out some squishier heros before they trash your krox or get one into a challenege. Their big drawback is how easily they die. But when enemies are in combat with a Skrox unit they already have the a tough choice of what easy to kill unit they should kill first! They can kill skinks for combat res, or krox to get rid of those nasty S7 attacks. If you add say 2 or 3 skink chiefs now your opponent also has another choice to make only now there is no way in which he will not be punished. Attack the skink chiefs, the krox smash u, attack the krox the chiefs continue to hurt you, attack the cohorts and you may win combat res but its gonna hurt! In this build I would take them as bare + LA + S for a 4+ save and the free 6+ parry. Now for only 44 points you can keep a blender vampire lord from killing 1.5 kroxigors.
The other big move with this type of unit is the lore of beast spam. Wildform, Pann's pelt and Savage Beast are all really powerful on this unit. The great parts about this over the Scar Vet Savage beast deathstar people run are:
A) you can have 3+ skink chiefs and keep the unit under 500 points easily.
B) At movement 6 your opponent can not kite this unit
C) at I6 there is little worry of losing chiefs before you get the attacks off.
4 chiefs + 3 krox and 32 skinks + mus/sb = 556pts
get off a boosted Savage Beast and that unit dishes out 33+(predatory fighter) S7 attacks O.O. If your feeling ballsy give the chiefs additional hand weapons and its 37+
And this is all at a front surface area of 120mm no hordes necessary!
2) the other options are less impressive but putting Skink chief with a unit of skink skirmishers gives them that extra combat boost to charge down things like archer units with mages in them, and for the price of 6 skirmishers? not too bad. Running 20 skirmishers with shield javelins + skink chief makes a unit that can hold its own.
3) Ripperdactyls or Terradons once the faq comes through that says they can join the units.......
I think skink chiefs have a place in 8th, especially as they keep our predatory fighters from auto-pursuing!
Would love to hear some other suggestions on good ways to use them or good builds.
1) I think they synergize pretty well with Skrox units. They have high initiative attacks which can actually do something (unlike skink cohorts). This gives you a shot to take out some squishier heros before they trash your krox or get one into a challenege. Their big drawback is how easily they die. But when enemies are in combat with a Skrox unit they already have the a tough choice of what easy to kill unit they should kill first! They can kill skinks for combat res, or krox to get rid of those nasty S7 attacks. If you add say 2 or 3 skink chiefs now your opponent also has another choice to make only now there is no way in which he will not be punished. Attack the skink chiefs, the krox smash u, attack the krox the chiefs continue to hurt you, attack the cohorts and you may win combat res but its gonna hurt! In this build I would take them as bare + LA + S for a 4+ save and the free 6+ parry. Now for only 44 points you can keep a blender vampire lord from killing 1.5 kroxigors.
The other big move with this type of unit is the lore of beast spam. Wildform, Pann's pelt and Savage Beast are all really powerful on this unit. The great parts about this over the Scar Vet Savage beast deathstar people run are:
A) you can have 3+ skink chiefs and keep the unit under 500 points easily.
B) At movement 6 your opponent can not kite this unit
C) at I6 there is little worry of losing chiefs before you get the attacks off.
4 chiefs + 3 krox and 32 skinks + mus/sb = 556pts
get off a boosted Savage Beast and that unit dishes out 33+(predatory fighter) S7 attacks O.O. If your feeling ballsy give the chiefs additional hand weapons and its 37+
And this is all at a front surface area of 120mm no hordes necessary!
2) the other options are less impressive but putting Skink chief with a unit of skink skirmishers gives them that extra combat boost to charge down things like archer units with mages in them, and for the price of 6 skirmishers? not too bad. Running 20 skirmishers with shield javelins + skink chief makes a unit that can hold its own.
3) Ripperdactyls or Terradons once the faq comes through that says they can join the units.......
I think skink chiefs have a place in 8th, especially as they keep our predatory fighters from auto-pursuing!
Would love to hear some other suggestions on good ways to use them or good builds.