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Ok, so I have played a few games at 2000 pts, and I have decided to try and make an army without the painfully slow saurus warriors. The idea is to be fast, hit hard, and have plenty of skinks to dance around and soften up the enemy for my charges. I would appreciate any feed back.
- Old Blood w/light armor, Itzl, Sotek, Quetzl,Scimitar of the Sun, maiming shield, talisman of protection, Carnosaur
- Scar Vet w/light armor, shield, BSB, Charm of the Jaguar, Sword of the Hornet, Tepok
- Skink Priest w/Dispell Scroll x2
- 4 Jungle Swarms
- 13 Skinks W/pipes
- 12 Skinks w/pipes
- 11 skinks w/pipes, scouts
- 11 skinks w/pipes, scouts
- 3 Kroxigars w/ancient
- 3 terradons w/brave
- 3 Salamanders
- 1 Stegadon
YOu can certainly try it and it will most likely do well. The problem is that a lot of players do not like playing against skink armies and they have a reputation for being beardy, unless you are playing a southlands list which is better balanced.
If you play against some FB veterans, there is a chance they will refuse to even play you.
It has almost the same rep as the Skaven SAD army and the Brettonian Pegasus army or the High Elven Seaguard.
Besides Saurus are pretty good Elite Core. There is nothing wrong with them and they can hold in combat long enough to win. All you need to do is screen them with skinks.
I fail to see what so "beardy" about so many skinks, your army is fast sure, and it has some hard hitting units, but one of them is gone you have lost a lot of hitting power, and skinks once in combat die fairly easy, and when you have a lot of them running about it's hard to get them all out of charge arcs, especially if the enemy has some good combat based skirmishers.
I think by leaving out saurus you actually hampering yourself, becase all you CR comes from kills, and your force isn't to mobile to get in good enough positions to do so.
In the end it's your army so design the way you like and I hope it works out well for you, good luck with it.
I'm not quite sure what "beardy" means, but I gather its not a good thing.
About the fact that skinks will be blocking lots of charge arcs; I understand how it would seem like a problem, but all the heavy hitters on my list can get past it. First, the kroxigors can just charge straight through skinks. Second, the terradons can fly over them, they just need one of the terradons to be able to see the target. And lastly, since the steggy and the carnosaur are large targets, if partially blocked, they can still see the enemy, and they can wheel once during a charge because they are ridden monsters, possibly allowing them to charge around the skinks. I figure, with all that going for me, I may be able to get a few charges off where my opponent wouldn't be able to.
Thanks for the input so far, keep it coming.