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Now this is a 1000 point force that I am trying to build. I have 20 Saurus and 32 Skinks (from 5th ed) so if you follow my blog (see sig) you can see what Im trying to do.
Here is my 1000 point list:
Scar-Vet: GW, LA, Mirror Shield - 126
Chief: Terradon, LA, Enchanted Shield, Dagger of Sotek - 127
18 Saurus: Full Command, Spears - 246
17 Saurus: Full Command, Spears - 234
10 Skink Skirmishers: Blowpipes
10 Skink Cohorts: Javelins
6 Chameleon Skinks: Blowpipes
Total Points - 1000
Models - 67
PD - 2
DD - 2
Right now lets go through the different phases of the game.
This list is quite mobile. You have a flying skink of doom (FSOD) flying 20" a turn and march blocking, war machine hunting, mage killing an being a nuisance. You have a slow core of 2 saurus units but fast flankers in the Salamander and the skinks that can draw units into combat with the Saurus. The Chamo skinks are very mobile and will hinder the enemies movement immediately as they are scouts. The Cohorts are there to take a table quarter and maybe do some redirecting from charges.
Again I have no offensive or defensive magic. Magic heavy forces can be a big problem for me but I have a FSOD to kill some mages (KB is very nice) and I also have some Chamo skinks that can mage hunt. One Saurus unit is protected from Magic Missiles (due to the Mirror Shield) and I may screen the other unit with skirmishers if its a magic heavy list.
This army has more than the previous one. I may give the FSoD some kind of missile weapon to take advantage of his BS5 but points are scarce. The skirmishers will add some firepower when the battle lines meet as they can dish out 20 Poisoned shots a turn which can decimate a unit. The Chamo skinks will be very important as they can whittle down units before combat commences, take out warmachine crews and attack units shooting at my saurus. The Salamander will make a big difference with its -3AS to cavalry and also it causes a panic check on just one wound. This can fracture my enemys battle line, helping me win.
This unit is still a Combat list. The 2 units of saurus can put together 50 S4 hits (not including Scarvet with 4 S7 attacks). That can seriously beat down on an army. The skinks can be servicable flankers (taking away rank bonus will help CR a lot) and the Salamanders will be better off shooting but can scrap a bit as well. The FSoD now has KB which makes killing easier (on a 6 to hit it auto-wounds and if AS is failed they die) esp wizards and can take out a warmachine crew on his own. The chamo skinks are there to shoot but if needs be can charge a unit of archers/war machine crew and tie them up for a few turns.
Right there is my own analysis of my list. What is yours?
Last edited by Bleyden; May 28th, 2009 at 00:18.
I am not very good at small points, but I have to say that the one thing that I would consider to be bad at any level is having my skink chief running(or flying, I guess) around on a terradon all alone! I say you absolutely need to take some Terradons in the place of the Chameleon skinks so that does not happen. I am not sure how the points would work out as I do not have my book in front of me, but if I were you I would do my best to create the points for that. Also, assuming your chief is for character killing, I might reconfigure the magic weapon set though yours is undeniably simple and effective. That is just my 2 cents.
Thanks for the response Squig, nice to know my list is read once in a while.
On the Terradon front I would have to lose the Chamo skinks and a saurus and the extra handler to get them in. I may do this in the future but I dont have any money so Im trying to do this on the cheap. I already have 32 skinks (5th ed with shortbows) so I can paint them to look like Chamo skinks, thus not spending any more money.
I want to know if you have any other Character killing skink builds? Killing Blow is nice but what other alternatives are there?
I see. That makes a lot of sense.
I have seen a bunch of character killing combos. Most of them involve the Cloak of Feathers instead of a Terradon mount, for example Cloak of Feathers, Venom of the Firefly Frog, Great Weapon. That won leaves your skink a little unprotected, but if you really want there is enough magic wargear points left to grab some magic armour to be used to protect from ranged attacks. Another think to consider is that your Skink does not necessarily have to go into combat- I consider the Staff of the Lost Sun a very good option with your character mounted on the Terradon, and you still have 15 pooints for an Enchanted Shield with Light Armour and the mounted bonus from Flying Cavalry which is a 3+ armour save.
I think that your build is perfectly fine too, but those are just some options to consider. I also understand you're probably a little crunched for points.
Looks like you are set on your units. I am not a fan of the cammo skinks either but if you have to use them then so be it. I will suggest some changes to your characters.
I would drop the terradon from the skink for points. He really isn't that killy anyway. Drop all the saurus command from the unit of 18. Now you have some points to play with.
I would change the shield on the vet to the maiming shield. I don't like one use items like the mirror shield. Then give him a weapon. Either the burning blade of chotec or the sword of battle.
For the skink chief I would make him a BSB. Give him the glyph necklace and something else. Maybe a sword of battle if the vet doesn't take it.
I am right 94% of the time, why worry about the other 3%.