Hey ! this is my first submission. I'm new in AOS and back from 10years hobby sleep. Here my first attemps for Skinks list : List 1: Leaders Skink Chief (60), General Astrolith beares (160) (not a skink, but it will be converted) Units Skinks x 30 (240), Boltspitters & Star bucklers Skinks x 10 (80) Javelin & Star bucklers (battleline quota) Salamander x2 (120) Skink Handlers (40) Behemoths Bastiladon (300) Full "move back" list centered around the astrolith for the bonus to boost bastiladon, salamander and skinks. List 2: Leaders Skink Chief (60), General Skink Priest (100) Units Skinks x 30 (240), Boltspitters & Star bucklers Skinks x 10 (80) Javelin & Star bucklers (battleline quota) Cameleon x5 (120) Ripperdactyl x6 (280) Formation Shadowstrike Starhost (120) More sneaky list with glass canon (ripperdactyl) a bit more difficult list to play i guess.
Looks like you have put a lot of thought into these lists! Both look great, list 2 is great for assassinations, and for last second objectives. List 1 looks like a lot of fun. I think both could be very effective
Yes i've read the rules, get some tactica on the web (yours, 1d4chan and the french one). and then try to fit the unit i like the most (Salamanders...). I think the first list is the most stable, but the lack of chameléon could be hard. Got to manage artillery without them (but i got a Las cannon, nothing could be wrong). I think Ten javelin guys can go behind the lines for diversion... but not sure again of the efficiency of this, statitics show a very frigthening results for 10 skinks at shooting phase (10 shots -> 3 touch -> 1, maybe 2 injured and then saves.... so on best luck one dead, when the stars are all aligned...). For the second list, i can maybe remove 3 Rippers to improve the skink unit and provide something a bit more solid somewhere. The idea of a skink lisk (back in my days) was something untouchable without big monsters. Because a block between large amount of skirmishers will be a easy target, unless you put multiple big target...
You could take out the 3 ripperdactyl and th chameleons for a Stegadon. Gives you a bit more power. But you lose half of your assassins.
Or maybe, split the Rippers in 2 units, one on the board and the other one for support. the first one will strike a not too heavy stuff (and then get killed) and the other one will strike just behind. I'm waiting for more suggestions before testing.
As an alternative for your list n. 2, you could avoid the starhost (120 pts for another unit of chama skinks) and swap the 6 rippers for a Stagadon (really strong with its Alpha ability) That said, with the current meta evolution, i fear you could be literally shred to tiny pieces. Big monsters hard to kill, or strong heavy hitter units, all that can cross half the battlefield in each turn (crazy move bonuses plus run and charge), are becoming more and more common.
Yes, i've checked the mawcruching thune just see what it van do... It's à Monster. For me stégo Havé to be 2 or followed by another Monster. That's why i'd like to put very few of thèmes and keep the idéa of the intouchable unies. Like when They were skirmishers. What about Krox?
Krox are a pretty good monster tar pit they will keep the cabbage (Maw Crusher ) from running around for a turn or two. I think the krox work best against infantry, but are tough enough to hold up something harder.
I can only see Krox pack by 6. Don't Know why. But it's more expensive than the other monstres we have. In 1000pts list, it seems to Much. Troglodon look not usefull without A slaan. Also, i read that rippers get nerfed but i can't find how.
Yes, the krox work best in numbers, the troglodon is far more useful with a slann, same with an engine of the gods. Third rule of 1 states: Any extra attacks, hit rolls or wound rolls gained by the use of an ability cannot themselves generate extra attacks, hit rolls or wound rolls. For example, the extra hit roll generated by a Ripperdactyl’s Voracious Appetite ability could not also generate further hit rolls.
I've made an small stat test and, new Rippers seems to deal 18Wounds againt 4+ saves. This is quite correct i guess I'll keep them. also, i was hinking of This : Leaders Skink Chief (60), General Skink starPriest (100) Units Skinks x 40 (320), Boltspitters & Star bucklers Skinks x 10 (80) Javelin & Star bucklers (battleline quota) Cameleon x5 (120) Salamander x2 (120) Salamander x2 (120) Handler x1 (40) Handler x1 (40) No big units, for no easy target or focus (quite disturbing for some players). A bit of magic, just in case. Assassination (Cameleon) Fire power. Can it work ?
If you can keep out of combat, and avoid the magic. Deep strikers will be a problem also. It will be interesting to see if you can pull this off.
After some thought, i think the first list is the right one for a start. Easier to test, with synergies inside. Skinks list always pull back and move around. If, for a first battle, i put Deepstrike units and control they will be angry at me... Other army like close combat, charges and all stuff with shields and axes. They will get frustrated Also, it looks more promising with big monsters and some conversions.