Chameleon Skink
Celticfire
New Member
- Messages
- 159
- Likes Received
- 2
- Trophy Points
- 0
Well i might as well add my contribution to this site-wide Index so with out further ado i present to you:
Skink Skirmishers
Role
Screen - Deploy them in front of your battle line and have them absorb any Shooting and Magic.
Harassment - Deploy them on the flanks of your army and let have them pick off people from there. Moving them into terrain is useful for the protection it offers. From this point they may also become a screen or a redirector.
Redirection - This role is better suited for Ranked Skinks but can be done by Skirmishers as well. Deploy the closest visible Skink at the angle which you want to redirect the enemy unit. This can happen later in the game if you first use them as harassers.
Kudos to Azactoth for this picture
Unit Size
10 - This size will work well for all roles.
12 - This also pretty common. This is mostly used if extra points are available as it makes the unit a bit bigger and more survivable. Also the boxes give you multiples of 12 so it ensures you use all the models purchased. (strewart)
13 - For 7 pts more you can make the unit take one more death before taking a panic test which is good. This size gives sturdiness to your unit.(Dumbledore)
Pros
Cons
Upgrades
Brave – Typically not worth it to have one attack at a slightly increased BS. Skink Skirmishers will usually require a 6+ To Hit enemies due to movement, range and Multi-Shot penalties and so rely on Poison to kill. This negates the need for a +1 BS. It is easy to forget about this guy as the battle progresses. I myself have forgotten every time I try.
Javelins and Shields - This is really personal preference: you can decrease your range to 8" and lose the Multi-Shot in order to lose the -1 penalty to Moving and Shooting and Long Range.
The Basics
Skirmishing - First, Skirmishers have a -1 to being shot, which is good as they have Ld 6. Second, and more importantly, they ignore difficult terrain. They depend on using terrain for hiding and surviving. Third, they do not use Movement to wheel, turn or any other positional changes. They can move their full movement in any direction or pattern, as long as they don’t exceed their Movement range. Fourth, they need only be within 1” of another model in their unit. This allows them to stretch into a long line, huddle into oddly shaped terrain, or even form a horse-shoe around an enemy unit to stay out of charge range.
This also makes it harder to position them for redirecting. I would suggest that you practice trying to set up the redirection a number of times before actually doing it in battle. Of course, if there is a battle that is geared for learning, then I couldn't think of a better time. They are also 2 points more each than Ranked Skinks, who are easier to use for redirection.
Blowpipes – Due to their longer range and their Multi-Shot, they are the perfect tool for taking out large amounts of low armor troops. With Poison they can take out high toughness enemies as well. Unfortunately, with only BS 3 they will almost always require 6s to hit.
Targets
Things To Avoid
you should not find yourself in combat often. You should be fleeing most charges, or Standing and Shooting to try to make athe enemy take a panic test.
High armor save Units like Knights of Chaos, Chosen, Grail Kights. you will do nothing to these units. (Barotok)
Skink Skirmishers
Role
Screen - Deploy them in front of your battle line and have them absorb any Shooting and Magic.
Harassment - Deploy them on the flanks of your army and let have them pick off people from there. Moving them into terrain is useful for the protection it offers. From this point they may also become a screen or a redirector.
Redirection - This role is better suited for Ranked Skinks but can be done by Skirmishers as well. Deploy the closest visible Skink at the angle which you want to redirect the enemy unit. This can happen later in the game if you first use them as harassers.
Kudos to Azactoth for this pictureUnit Size
10 - This size will work well for all roles.
12 - This also pretty common. This is mostly used if extra points are available as it makes the unit a bit bigger and more survivable. Also the boxes give you multiples of 12 so it ensures you use all the models purchased. (strewart)
13 - For 7 pts more you can make the unit take one more death before taking a panic test which is good. This size gives sturdiness to your unit.(Dumbledore)
Pros
- -1 To Hit while being shot
Ignore difficult terrain
Blowpipes
Loose formation
Poison
Cons
- No rank bonus
Loose formation
Average BS
More expensive than Ranked Skinks
Low Ld
Upgrades
Brave – Typically not worth it to have one attack at a slightly increased BS. Skink Skirmishers will usually require a 6+ To Hit enemies due to movement, range and Multi-Shot penalties and so rely on Poison to kill. This negates the need for a +1 BS. It is easy to forget about this guy as the battle progresses. I myself have forgotten every time I try.
Javelins and Shields - This is really personal preference: you can decrease your range to 8" and lose the Multi-Shot in order to lose the -1 penalty to Moving and Shooting and Long Range.
The Basics
Skirmishing - First, Skirmishers have a -1 to being shot, which is good as they have Ld 6. Second, and more importantly, they ignore difficult terrain. They depend on using terrain for hiding and surviving. Third, they do not use Movement to wheel, turn or any other positional changes. They can move their full movement in any direction or pattern, as long as they don’t exceed their Movement range. Fourth, they need only be within 1” of another model in their unit. This allows them to stretch into a long line, huddle into oddly shaped terrain, or even form a horse-shoe around an enemy unit to stay out of charge range.
This also makes it harder to position them for redirecting. I would suggest that you practice trying to set up the redirection a number of times before actually doing it in battle. Of course, if there is a battle that is geared for learning, then I couldn't think of a better time. They are also 2 points more each than Ranked Skinks, who are easier to use for redirection.
Blowpipes – Due to their longer range and their Multi-Shot, they are the perfect tool for taking out large amounts of low armor troops. With Poison they can take out high toughness enemies as well. Unfortunately, with only BS 3 they will almost always require 6s to hit.
Targets
- Low armor targets
High Toughness targets with low armor ie:giants, Ogres, and the like
Fast Cavalry-these normally have a low armor save and can foul up your important Sarus if they hit in the flanks
Things To Avoid
you should not find yourself in combat often. You should be fleeing most charges, or Standing and Shooting to try to make athe enemy take a panic test.
High armor save Units like Knights of Chaos, Chosen, Grail Kights. you will do nothing to these units. (Barotok)