Skink
Von Manson
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So it was requested that I put up my 5 steg list. The first thing I need to point out is that this is still very much a work in progress list. Also I play in an etc environment so war machines are often comped, but even if they are not you should be ok, you have 5 after all.
Slann (life) Bsb, scroll. This slann is sadly not as good as our old incantation in the role of super healer. I have tried upgrades of various sorts but have found that the best thing to do is keep him cheap. This way he has a certain amount of redundancy. Yes to your opponent he is worth 550 points, and they will be gunning for him but I am starting to learn that it is worth trading anything for a win.
Core this is where I am doing the most playing around with. I have tried a large amount of Saurus but I find that they are slow and cannot do what I really want. I am testing two new ideas but not getting much game time. Idea one is a unit of 60 skinks with cohorts to back them up. Idea is area denial and ranks, whilst the cohorts act as speed bumps to set up charges. The second idea is a couple of cohorts with krox(st 7 is sweet) and 4 units of skirmishers to do what they do best.
It is key to try and only spend 600 points as you need points for stegs.
Two ancient stegs with sharpened horns. These do what they do best. You need to use your other units to try and ensure that they get the charge. Whilst this is a great role for them it is just a minor part of what they offer the list. There is the psychological aspect of sticking these two bad boys down. Anything that puts your opponent off of their stride is good for you. They are great mobile gun platforms. Things that are zippy enough to get the slann are usually lightly armoured and don't like 8d6+6 poison shots. The best thing that they are used for though is area denial. Want to keep some ogres out of an area then plonk down mr ancient steg and smile.
Next in the list are three baby stegs. I am currently not running these with horns, as I do not see all that many ogres and find it gives me more room for extra toys like a second bastie. These guys have a different role than their older brothers. Firstly you are rocking 3 poison bolt throwers. This is pretty cool for softening up the monster cav the big boys will charge or as anti artillery at a push. I tend to run them as interference so they often don't get the charge, I will usually try to have a lead steg that will be the target of flesh to stone. This dude can often then take the charge of a lot, and if you have picked your target right it should survive. So steg gets charged, probably loses to static combat res but you are stubborn who cares. Your turn smash in the support, 2/3 more stegs with impact hits, attacks and maybe thunderstomps can just destroy units.
This is the core of the army and you have some points to spend as you want. What I am about to start play testing is 2 basties. If 5 monsters are good then 7 must be amazing! It will also offer up a ranged threat that might kill off monster hunters or eat dispell dice, allowing Healy goodness off.
I certainly wouldn't call you mad if you wanted a priest cube caddy, to pimp the slann, or to get some warmachine hunters.
A note on spell selection, only keep dwellers if you need it. Swapping it out for earth blood may seem mad but it can often let you heal a wound on the cheap as most people will let it through.
Anyway those are my thoughts on the list, I only have 7 games experience with it in the new book and am still working out the kinks.
Thanks for reading.
Slann (life) Bsb, scroll. This slann is sadly not as good as our old incantation in the role of super healer. I have tried upgrades of various sorts but have found that the best thing to do is keep him cheap. This way he has a certain amount of redundancy. Yes to your opponent he is worth 550 points, and they will be gunning for him but I am starting to learn that it is worth trading anything for a win.
Core this is where I am doing the most playing around with. I have tried a large amount of Saurus but I find that they are slow and cannot do what I really want. I am testing two new ideas but not getting much game time. Idea one is a unit of 60 skinks with cohorts to back them up. Idea is area denial and ranks, whilst the cohorts act as speed bumps to set up charges. The second idea is a couple of cohorts with krox(st 7 is sweet) and 4 units of skirmishers to do what they do best.
It is key to try and only spend 600 points as you need points for stegs.
Two ancient stegs with sharpened horns. These do what they do best. You need to use your other units to try and ensure that they get the charge. Whilst this is a great role for them it is just a minor part of what they offer the list. There is the psychological aspect of sticking these two bad boys down. Anything that puts your opponent off of their stride is good for you. They are great mobile gun platforms. Things that are zippy enough to get the slann are usually lightly armoured and don't like 8d6+6 poison shots. The best thing that they are used for though is area denial. Want to keep some ogres out of an area then plonk down mr ancient steg and smile.
Next in the list are three baby stegs. I am currently not running these with horns, as I do not see all that many ogres and find it gives me more room for extra toys like a second bastie. These guys have a different role than their older brothers. Firstly you are rocking 3 poison bolt throwers. This is pretty cool for softening up the monster cav the big boys will charge or as anti artillery at a push. I tend to run them as interference so they often don't get the charge, I will usually try to have a lead steg that will be the target of flesh to stone. This dude can often then take the charge of a lot, and if you have picked your target right it should survive. So steg gets charged, probably loses to static combat res but you are stubborn who cares. Your turn smash in the support, 2/3 more stegs with impact hits, attacks and maybe thunderstomps can just destroy units.
This is the core of the army and you have some points to spend as you want. What I am about to start play testing is 2 basties. If 5 monsters are good then 7 must be amazing! It will also offer up a ranged threat that might kill off monster hunters or eat dispell dice, allowing Healy goodness off.
I certainly wouldn't call you mad if you wanted a priest cube caddy, to pimp the slann, or to get some warmachine hunters.
A note on spell selection, only keep dwellers if you need it. Swapping it out for earth blood may seem mad but it can often let you heal a wound on the cheap as most people will let it through.
Anyway those are my thoughts on the list, I only have 7 games experience with it in the new book and am still working out the kinks.
Thanks for reading.