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Made in nl
Courageous Skink Brave






Yesterday I was attending a small tournament (1000 points, 6 players) at my FLGS with my all-skink list:


Chupayotl’s Turtle Tribe

Heroes:
Skink priest: (140)
- lvl 2
- plaque of tepok
- cloak of feathers

Skink chief: (100)
- light armour
- blowpipe
- terradon
- enchanted shield

Core:
10 skink skirmishers: (70)
- blowpipe
10 skink skirmishers: (70)
- blowpipe
10 skink skirmishers: (70)
- blowpipe

10 skink skirmishers: (80)
- javelins and shields

Special:
3 kroxigor (165)

6 chameleon skinks (72)
6 chameleon skinks (72)

Rare:
Salamander hunting pack: (80)
- extra skink handler
Salamander hunting pack: (80)
- extra skink handler


Total: 999 points


We played three games: I got matched against beastmen, dwarfs and lizardmen. The first game was a draw in favour to me, the second game was a massacre in my advantage and the third was a minor victory for me. I actually fared very well regarding my experience in wargaming (this games were my 5th, 6th and 7th game) and became 2nd, which was also seen by the other players, who suggested me to attend some tournaments if I liked. Well, I like to attend some, but this list is also a list of everything I own. So to attend tournaments I need to expand my army, and this is where I would be happy with some feedback of you more experienced players.

I want to keep my army as mobile as possible, but is this "running around avoiding charges and blast opponents with poison, fire and lightning" a viable tactic at larger point games (2400 points)?
And if (or not) how could I expand my army? Could I just be running more movable shooting to blast those feared combat blocks nowadays, or do I need to adjust my army little and include some more combat?

I hope you guys could help me a little with this and I hope to hear from you soon!
   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

Solid list, actually. All Skinks is really a nightmare to play against. The speed and amount of poison they throw down is just the worst (for the enemy!)!

I think that at higher points it will start to become a nightmare for you, though. Lacking heavy magic and all those models will become a pain. I know, I play a Green Tide Orks in 40k. It is still totally possible to keep it as Skink-y as you can though. While most of the Skink characters are overpriced, Tetto'ekko can be fun to play and to model (it works really well with a Mazzie conversion in the trade off). I also LOVE Tehenhuain, especially on an EotG, dangerous as that is. Lore of Beasts is a hillarious Lore and can make that Skink Chief of yours an unexpected threat.

It shouldn't be too hard to stay away from Saurus. By taking Bloxigor (units of 6+ Kroxigor) can serve that purpose. It's too back that there aren't official/current rules for Nakai the Wanderer (http://sgabetto.free.fr/Telechargements/nakai.pdf) The disadvantage they have is no FC option, and Ancients suck. They will give the army the static combat that you will have to deal with at the higher point levels.

I personally like Razordons. They are a great way to keep lightly armored troops at bay and where you want them. They fear charging them because of the amount of potential shots that Razordons can lay down.

Stegadons are always scary but are fire magnets. By taking units of Terradons and killing war machines early in the game, you can keep the Stegs around to actually kill things.

Beware of the Skrok unit (with or without Krox). They DO NOT have staying power. They may seem like a good way to get more Kroxigor into the the army but the low Ld (even with CB) and the amount of Skinks that will die is CC the unit is a lost cause as it stands.
   
Made in nl
Courageous Skink Brave






Yes, I actually experienced that people were not amused when I was running and flying circles around them.

Ow, I think I didn't make my idea clear enough; I don't want to stay full skink, I want to stay mobile and restrain from taking saurus. I will defenitely include a Slaan magepriest in my army as it is almost necessary. I actually thought of running him with tetto'ekko, my experience with comets at this point is very good, and that is only about 1 or 2 a game!
Are units of 6+ kroxigor really worth it? I always get the idea that they are pretty much going to die to warmachines or elite units (they only have a T of 4, which sounds pretty weak for 55 points). In the games I played two days ago I also played a unit of 3 kroxigor, but in all the games they didn't do a thing (except maybe threatening my opponent). I probably misused them.

Razordons are for sure cool models with nice rules, but aren't salamanders better? In my skink army totally lack combat units, so the salamanders are there to take care of the big blocks. The almost always instant panic test has served me well too. Haha, yes, I can understand the use of the razordons, for I too would be afraid of charging a unit which could throw on the average 30 S4 shots on me =D

At 1000 points a stegadon is tough, but at higher point levels there are ofcourse more answers to it. Terradons > chameleons?

Really? I was thinking a skrox unit would be great, but as you say this, I begin to understand that the skinks are a huge present for the opponents combat resolution. Does this mean I need to stop assembling those rank-and-file skinks? or can I keep working on them, regarding a tetto'ekko in the future?



Thanks a lot for the feedback already, I hope the receive more =D



   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

Restraining from Saurus isn't to hard but does, sort of imply that you are going to go full/mostly Skink. I think CoC are a good way to keep the speed up. A model for you to follow would be that of the Southlands, from the last Lizardmen book. A new favorite tactic of mine is using a Slann with the Lore of Shadow and a Priest with Cloak of Feathers. The Smoke and Mirrors Lore ability combined with the Fly move is very mobile and unpredicable.

The large unit of Kroxigor have done me well. ASL with the GW is a shame but when they hit they hit hard. T4 is also sad, and the lack of S5 now hurts, too. But with the new ogre size bases rules for ranks it gives the unit more staying power. They do require a good deal of finesse to use effectivly, though.

I really like Razordons. Sallies are much better but Razorsons serve a different role entirely. Razors work better against lightly armored blocks and charging cavalry (surprisingly). The protect flanks with just one without taking penalties for SaS or moving.

Terradons and Chamos are about equal this book; they do similar things but in different ways.. Terradons are great for killing warmachines, march blocking. They get a nice vanguard movr at the beginning which can put them nice and close to a cannon or two at the start. Chamos do much of the same but are a lot harder to shoot and should never get into CC.

Skrok units are fun in friendly games. But if you are working in a competative realm don't. In the long run, don't stop building the rank-and-file Skinks. They are an interesting unit and can look good next to units of Saurus, but past friendly games and looking kool don't bother.
   
Made in nl
Courageous Skink Brave






Yes, I can imagine that would give you a super mobile slaan, but I don't like the lore of shadows that much (because I don't have that much combat those hexes don't seem appealing to me, I pretty much need those high damage spells).

I think that a krox-only unit requires a lot of skill regarding the mobilty of the unit. A skinkrox unit can benefit from swift reform, something a krox only unit lacks. I think this is something that I need to experience; I need to see what the difference is between a skinkrox unit and a krox unit (I already ordered 3 more krox today, making a total of 6, but a total of 9 is better in my mind. They can handle a bit more casualties without losing combat power that way).

I might try those razordons some times, I feel like they suit my playing style pretty well. You describe them as a small speed bump for fast and lightweight units, and thats something my army lacks a little.

Terradons feel like flying targets to me, I rather go for chameleons.

Allright, I will do that. And if I don't like them I could use them as speedbump, or deploy them 25 wide 2 deep for 50 poisened shots on the stand and shoot =P


Thanks a lot for your input, I will give the viable options a try. You learn the most from trial and error ^^
   
 
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