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AoS chameleon skinks: the best assassins out there?

Discussion in 'Seraphon Tactics' started by dwarfepic, Mar 4, 2016.

  1. dwarfepic
    Chameleon Skink

    dwarfepic Active Member

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    here it is, one of my favourite units for the seraphon, the chameleon skinks. they are one of the best assassin units out there, and can be game changing. now, when using them always pop them out of hiding and into cover. here they get a huge improvement to their saves and if near an enemy character should be used to do maximum possible damage to that model. personally I think that their best use is with lord kroak and his mortal wounding celestial deliverance and comets call. these spells will not kill a normal hero in one hit but will weaken it down enough for the chameleons to finish the job. this means that a potentially game changing hero such as a khorne bloodsecrator is knocked out before things get really nasty and the buffs start rolling out. so, how to fit them in a list? well,of course lord kroak is a must as are the chameleon skinks them selves.
    109 wounds with chameleons:
    lord kroak
    starpriest
    5 chameleon skinks
    5 chameleon skinks
    5 chameleon skinks
    30 skinks
    30 skinks
    engine of the gods
    3 ripper riders

    so, how to play this build. this may be a bit of a glass cannon but can be absolutely devastating if used right. you need to make best use of cover for your normal skinks ,who should be with javelin and shield, are very fragile. they will advance through cover, until they are in shooting range. make best use of the cowardly skinks running away ability as it will help a lot. the chameleons, as discussed earlier, are assissins and lord kroak is the initial damage dealer. an engine of the gods is kinda optional for hose who want more mortal wounds. the starpriest is there for the battalion, so that the rippers can do standard ripper shenanigans with strike from clouds. only put one unit of chameleons in the battalion as other wise your normal skinks cannot get re rolls to hit for javelins. this build will eliminate buffing characters quickly and deal with hordes due to skinks and rippers. mortal wounds are heavy here and monsters will fall to them. remember kroak will give you the extra dice for the engine, so keep him close!

    if anyone has any improvements to this build then do say! I am always looking to improve!
    have fun with chameleon skinks everyone!
     
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  2. Bowser
    Slann

    Bowser Third Spawning

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    Seems like a good list, I personally would pull one group of 30 skinks, bump the other to 40
    Put in 2 units of 5 knights and an astrolith bearer, an eternity warden, and a fourth ripper. 125 wounds. Super aggressive, even with Kroak.
     
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  3. dwarfepic
    Chameleon Skink

    dwarfepic Active Member

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    nice idea, an astrolith will help out a lot. also salamander could fit in for more mortal wounds but instead of eternity warden, an oldblood on cold one to give the knights buffs. not a hardcore competitive build, but will win a few games and be fun to use.
     
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  4. Bowser
    Slann

    Bowser Third Spawning

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    Oh good thinking! Salamander and cowboy would be good additions!
     
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  5. StealthKnightSteg
    Razordon

    StealthKnightSteg Well-Known Member

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    So what is so good about those chameleon skinks? I had 5 pop up near my Lord Relictor and in 3 turns (1,5 battle rounds) my Lord Relictor came out victorious.
     
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  6. Bowser
    Slann

    Bowser Third Spawning

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    How many wounds left on the Lord Relictor?
    Also maybe not an effective assassination but a pretty good diversion. Distracted the Lord Relictor for 3 rounds!;)
     
  7. StealthKnightSteg
    Razordon

    StealthKnightSteg Well-Known Member

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    3 wounds left (no healing in between) and he wasn't doing anything anyway except babysitting the relic in that battleplan to get 20 points on the relic :)
    I must say that the dice gods weren't in his favour also...
     
    Last edited: Mar 6, 2016
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  8. Bowser
    Slann

    Bowser Third Spawning

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    Bloody dice gods are flakier than the old ones! Haha! Sounds like a fun game anyway!
     
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  9. Blakksheep
    Skink

    Blakksheep Member

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    I think the main thing that makes chameleon skinks stand out if I’m not mistaken isn’t necessarily how hard they hit it’s the fact you can bring them in anywhere on the board with no restrictions. Most units that have some kind of special deployment or ambush type ability requires you to bring them in outside of 9inches or sometimes 6inches of an enemy unit or some other kind of limitation for placement. That’s not a problem with chameleons. You can port chameleons in anywhere on the battlefield - right into combat with a unit. Not only that but you can hide every hero phase and ambush every movement phase with no roll to activate. These guys can work the whole board all game if you want. This also gets around the no-movement after summoning thing if you summon more of them (easy to summon on a 5). You summon them in the hero phase and blip them out, then during the movement phase they blip into combat potentially to tie something up, or if you prefer in range to shoot something. Also I mean, getting a 3+ save if they’re in terrain and the increased dmg vs chaos isn’t anything to sneeze at. Chameleons are really versatile, and in a wound comp especially I think they're super useful.
     
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  10. dwarfepic
    Chameleon Skink

    dwarfepic Active Member

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    Also with chameleons, bring 10, at least. That has killed a lord relictor for me and survived the liberators counter attack from three plus save in cover.
     
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  11. Bainbow
    Bastiladon

    Bainbow Well-Known Member

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    My crowning Chameleon moment was when one managed to defeat 40 Plague Monks in melee. They charged, killed all but one in the unit, but that one guy was totally cornered in a terrain piece and the corner prevented him being totally surrounded, only a few Monks could reach him at a time. And thanks to his 3+ Save, he survived everything they did to him and then would just kill a couple in shooting. And it went on for the entire game, they got charged on turn 1.

    That said, I still think Retributors are the best assassins in the game.

    Oh also, use a Slann Starmaster for that list. Kroak's quite inferior for a Skink army. The Great Drake constellation will be much more effective because it's going to make your Chameleons hit far easier.
     
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  12. dwarfepic
    Chameleon Skink

    dwarfepic Active Member

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    Nice idea bainbow for the starmaster. Retributors are great assassin's and can knock out pretty much any character if in a thuderstrike brotherhood. But I use mine with two starsoul maces in a squad of five. If they pop up in cover then charge next turn (I don't like to try a nine inch charge) or have them charge the turn they pop up with a knight azyros. Also chameleon skinks kinda have that assassin feel to the models, and retributors of a tank. But retributors are op. As are chameleons used right. Still, retributors are better for line breaking. ( does this retributor talk count as seraphon discussion, I'm not sure)
     
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  13. Bainbow
    Bastiladon

    Bainbow Well-Known Member

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    Kroak's really only built for heavy defense armies where he can abuse Celestial Deliverance and where an Astriloth Bearer can offer the +1 to casting that the Starmaster can, more rerolls to hit, and where running and charging is not used because you're an immobile defense fortress. Aside from that, the Starmaster's utility is just more valuable.
    (Also I use Retributors with a Knight-Vexillor's Pennant of the Stormbringer because he can drop them 3" away instead of 9" and can do Mortal Wounds at the same time while freeing up my units for use in another Battalion such as Grymn's Brotherhood.)
     
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  14. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Why eternity warden? For the defence of his Slann?
     
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  15. Bowser
    Slann

    Bowser Third Spawning

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    Yeah, pulling thise woundsfrom the slann is pretty effective!
     
  16. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Hmm, could I put my slann, then eternity warden a few inches, and then guards a few inches who hold the front line? To get all the buffs?
     
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  17. Bowser
    Slann

    Bowser Third Spawning

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    Yeah that's the vest eay to maximize your defensive line.
     
  18. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Sweet :) Your eternity warden has to be 3 inch close to your slann right?
     
  19. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    2" from the Slann and 5" from saurus guards.

    Curious... a Tomb Herald got a very similar ability, only better (doesn't need to roll) and works within 3"
     
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  20. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Tomb herald was tomb kings? But I take it tomb herald doesn't give buffs to other units like eternity warden does
     

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