Okay, I want to get into Seraphon army stuff. Limited budget, I'd like to start with a 500pt army for practice, then expand to 1000 as I have money. What I really want, though, is a consistent focus on skinks. For 500 pts total Skink Priest (Priestly Trappings) [80] 30 Skinks (blowguns + shields) [180] 30 Skinks (blowguns + shields) [180] 10 Skinks (clubs + shields) [60] Very simple, possibly not very effective. But, very, very cheap for a non-boxed army. I kinda wish I could go with 2 groups of 35 blowgunners to get max benefit from the shooting bonus, but alas, it seems they can only be added in multiples of 10. Despite coming in boxes of 24. Kinda odd. I want to reduce the total amount of Skinks for the upgraded version, to make room for some actual firepower. For 1000 Skink Priest (Priestly Trappings) [80] 30 Skinks (blowguns + shields) [180] 30 Skinks (blowguns + shields) [180] Bastilodon (Solar Engine) [280] Bastilodon (Solar Engine) [280] This is similar to what someone else posted a bit ago, but with 2 Bastilodons and less Skinks. The decision was between an extra Bastilodon and a flight of 6 Ripperdactyls... The problem is that Rippers are $60 for half of the points of a Bastilodon and roughly half of the board impact. I decided this would be both neater, cheaper, and way more fun (I like shooting things). Any thoughts? Improvements, cost-saving measures, things like that?
Actually, I'm changing the 1000 point list to Skink Starpriest [80] 40 Skinks (blowguns + shields) [200] 40 Skinks (blowguns + shields) [200] 10 Skinks (clubs + shields) [60] Bastilodon (Solar Engine) [280] Troglodon [180] The Starpriest is a much better fit for the army... most importantly, casting the Arcane Shield on a Bastilodon could be a real gamechanger. Skinks are best in groups of 40, so I figured going with the much less-expensive Troglodon would help a lot. The one with 60 Skinks and 2 Bastilodons is cheaper, but I think this list is a little better...
Why not 2 units of 40, though? That's 400 points, plus the 80-point priest. In fact I'm just about to playtest a similar list (with Starpriest instead of Priest, and clubs instead of shields); I'll keep you updated on how it went. Re: boxes of 24: I think this is both a holdover of Warhammer Fantasy (where you could field a unit in any number within a certain range) and a matter of optimizing space on the sprues. I'm more annoyed with the fact that a box doesn't have quite enough dartpipes for every Skink.
Yeah the latter is really more annoying. No real problem as it is easy to convert some of the javelins to boltspitters but still annoying.
That IS highly annoying. How many can't be outfitted with dartpipes per box? If it's 4 or less, it isn't really a big issue... and you're right about the 40, but the first list was all about saving money. See, 2 groups of 30 can be bought through 3 boxes, leaving just enough to convert into priests and such. You'd need a 4th Skink box to make 2 groups of 40. Also, you don't want pipes and clubs. Skinks aren't great at close combat either way... that is to say, if they're in combat, either they're a momentary distraction or something went wrong. Having that 6+ save preserved is often far more important.
I've had some surprising success with Skinks in close combat by sheer weight of numbers, provided the target unit was already weakened from the shooting. Besides, odds of 5+/4+ in close combat are still better than several shooty units, such as Glade Guard and Darkshards (5+/5+). Might still not be ideal, but I've got 80 Skinks and I'm sure as hell not changing their equipment!
Huh. Well, I guess the big thing with Skinks IS tactical flexibility, so maybe spitters and clubs isn't bad? Hey, anyone else want to weigh in? Can Skinks be run successfully without shields?