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scar vetran riding a cold one light armour and sheild
level 2 skink preist, cloak of feathers
16 saures warriors standard bearer and musician
13 skink blowpipe
13 skink blowpipe
13 skink javalin and sheild
cant renember the cost of each induvidual unit but the whole army comes to 999 points.......... the 2 sets of skinks put on each flank and the 1 with sheilds and javalins put in front of the kroxigers..........1 quick question should i drop the cold 1 and give the scar vet a burning blade of chotec instead.... many thx for any advice and rating.
Dont put your vetern on a cold one. Hes cannon fodder then. Put him in a unit,keep the great weapon,and give him a ward save or something. Other than that the army is pretty good. Only thing to watch out for is that with only 1 block of ranked infantry,you need to rely on manuverability with your troops. Still,that shouldnt be a problem with the number of skirmishers you have.
Well, it looks like you're on your way, but...
The only time I would put a scar-vet on a cold one is if he is in a unit of cold ones. Otherwise I would put him in the saurus block or, a favorite tactic of mine, give hime the charm of the jaguar warrior and have him sprint around 18" every turn, which I find makes for a very psychologically useful character.
Also, I'm not sure what you intend to do with the skink priest. Upgrading to lv 2 only provides an offensive boost, but one skink in 1000 pts is not enough to be effective with offensive magic. You've also given him the cloak of feathers, which will let you send him off into the heart of the enemy in front of your troops, which is the very last place you will want him to be, especially as he is your only mage.
I would also recommend giving all of your skinks javelins and shields, as the the real reason for taking blowpipes is to get the 2x shots, however unless you infiltrate them with the scouts upgrade, you will be hitting on 7's, thus negating the effects of poison.
2 sallies in 1000pts is just mean.
OK, I would consider dismounting your scar-vet and giving him the jaguar charm instead, removing the cloak of feathers from the skink priest, reducing your skinks to two units of 12, both with j&s's; then with the extra points you can get a second lv 2 skink preist and a nice little upgrade for the scar-vet, burning blade and sword of the hornet are both quite nice, depending on who you are fighting. Or if you need more magic defense, bring both priests down to lv 1, give both of them a dispell scroll, and give the scar-vet the spawning of tepok, which will cost exactly the same.
With some tweaking, this could be the beginnings of a very strong list. In a higher points game, I would recommend taking advantage of sacred spawnings for the scar-vet, sotek and quetzl are both very useful, especially for a 'jaguar scar-vet'.
Power corrupts. Absolute power corrupts absolutely...
but it rocks absolutely, too!