Saurus
superskink3000
New Member
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I like to play with a very mobile list. I take from the successes of many battles in history in which a mobile force wins the day.
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CHARACTERS
Oldblood: LA, EnSH, Sword of Striking, Bane Head, Glyph Plate, Carnosaur
Skink Priest: Diadem of Power, Dispel Scroll
Scar-Veteran: BSB, SH, LA, BBoC, War Drum, CO
CORE
10 Skink Skirmishers
10 Skink Skirmishers
16/2 Skrox: Standard, Musician
SPECIAL
5 Chameleon Skinks
3 Terradons
10 Cold One Cavalry: Command, Sun Standard
Stegadon
RARE
Salamander
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My strategy with this list is to pull a refused flank maneuver. The slowest unit is 6, which gives me a huge advantage over most armies. The chameleons slow any unit that has to try and cross the entire board to reach the meat of my force. The terradons and one unit of skirmishers harass those slowed units and just make a nuisance. The reason for the war drum is to allow my large unit of CoC to speedily cross the field and get into position to roll up the entire line. All of my units support the three heavy hitters and create distractions.
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I had back-to-back games with a skaven player at my local club and absolutely crushed him. I pulled my best refused flank and left his uber unit of 40 stormvermin stranded. I wiped out his flanking rat ogres with a charge from my carno and CoC then rolled up his entire line. By the end I had lost the terradons (friggin ratling guns), half of the skink cohorts and a unit of skirmishers (I underestimated plague monks). I like how this list plays and its really fun to use.
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Any feedback/comments is welcome!
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CHARACTERS
Oldblood: LA, EnSH, Sword of Striking, Bane Head, Glyph Plate, Carnosaur
Skink Priest: Diadem of Power, Dispel Scroll
Scar-Veteran: BSB, SH, LA, BBoC, War Drum, CO
CORE
10 Skink Skirmishers
10 Skink Skirmishers
16/2 Skrox: Standard, Musician
SPECIAL
5 Chameleon Skinks
3 Terradons
10 Cold One Cavalry: Command, Sun Standard
Stegadon
RARE
Salamander
------------
My strategy with this list is to pull a refused flank maneuver. The slowest unit is 6, which gives me a huge advantage over most armies. The chameleons slow any unit that has to try and cross the entire board to reach the meat of my force. The terradons and one unit of skirmishers harass those slowed units and just make a nuisance. The reason for the war drum is to allow my large unit of CoC to speedily cross the field and get into position to roll up the entire line. All of my units support the three heavy hitters and create distractions.
-----------
I had back-to-back games with a skaven player at my local club and absolutely crushed him. I pulled my best refused flank and left his uber unit of 40 stormvermin stranded. I wiped out his flanking rat ogres with a charge from my carno and CoC then rolled up his entire line. By the end I had lost the terradons (friggin ratling guns), half of the skink cohorts and a unit of skirmishers (I underestimated plague monks). I like how this list plays and its really fun to use.
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Any feedback/comments is welcome!
