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Remeber this list? [Jan. 8th, 2006|04:56 pm]
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Well I played with it today against an Orc and Goblin army and won.

I have to say I'm impressed with the performance. Chameleon Skinks used their special Scout ability to set up near enough a Night goblin unit to force out the Fanatic on turn 1 which then wiped out a swarm of Snottlings. The Chameleon Skinks then went on to kill a giant with their blow pipes. The Skink Chief with the Cloak of feathers wipped out a unit of Goblin wolf riders, and took out the crew of 2 bolt throwers. Terradons killed the Orc general, Hit and run rule is ace on a unit that can't march due to Near by Skinks shooting them up. Skink chief of Stegadon made a big unit of Night Goblins and a goblin wolf chariot run off the table due to Terror.
Jungle swarms tied up a big unit of Orc boyz for 3 turns, then all the rest of the skinks shoot them to bits once they where out of combat.

I only lost 1 Skink Skirmisher, 1 Terradon, 4 Jungle swarm bases and 3 Salamander Hunting packs. Not too bad. Think for future games I'll deploy the Jungle swarms in front of the Salamanders as they don't block line of sight and can be used as a mobile screen for my advancing fire base.

Next week sees me fighting Dwarfs and maybe Skaven, this time I won't forget to bring my Digital Camera....D'oh!
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2150 pt RTT list [Jan. 7th, 2006|05:11 pm]
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[mood |cheerfulcheerful]

Saurus Oldblood/Carnasaur 496pts
Hand Weapon; Light Armor; Shield; Blade of Revered Tzunki; Glyph Necklace
Blessed Spawnings of Itzl, Sotek, Quetzl

Skink Priest 115pts
Level 1; Hand Weapon; Dispel Scroll(x2)

Skink Chief 139pts
Hand Weapon; Light Armor; Shield; Scout; Sword of Might; Cloak of Feathers
Blessed Spawning of Sotek

3x Jungle Swarms 180Pts
10x Skink Skirmishers - Hand Weapon; Javelin & Shield; Scout 70pts
10x Skink Skirmishers - Hand Weapon; Javelin & Shield 60pts

3 Kroxigors 174pts
3 Kroxigors 174pts
3 Terradons 105pts
10 Saurus Cavalry - Hand Weapon; Shield; Spear; Musician; Champion; Standard Bearer 400pts

Stegadon 235pts

Total 2148pts

My record with this list is
Wins vs. Dwarves, Wood Elves
Loss vs. Lizardmen (Which I barely lost because of my own poor tactics, not the list. I should have eaten him alive)

The concept of this army is to hit the enemy very hard very fast. I have been testing armies of similar design and settled on this one because of the types of enemies I generally face. I face a lot of shooting armies and I get pounded by them. With this list they have two turns to kill me or they are dead.

I use the cav, carnasaur, kroxigors, and stegadon to hit their line in one strong punch through maneuver. If I'm facing a particularly tough unit (say Chosen warriors or Iron Breakers) I will double up, hitting the one unit with more than one of my own. I make sure to dust it. My Terradons and Flying Skink of Doom are there to 1. Draw fire during the first two rounds so my large targets can get into combat and 2. Hit lone mages or that key war machine or line of shooty troops so they can't shoot at the big boys.

The mage is there to cast second sign and to use dispel scrolls. If they have magic still in operation after turn 2 when I hit them, they are really lucky. Usually it is dead during turn two or at least not a threat. By the same token I don't take more magic because by turn 2 (3 at the absolute latest) I want most of my units in combat. It is hard to cast spells that are helpful when everyone is fighting. I pretty much bury my priest somewhere in my deployment zone out of sight. The enemy has to get past my army and really focus on killing that guy. He can then lead them on a merry chase or he dies and I only lose 115 points.

I want to play at least another few battles with this list before fine tuning it some more. I live near Seattle if anyone wants to play.
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My Army. [Jan. 7th, 2006|10:18 am]
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2,000ps Southland Skink army. [Jan. 7th, 2006|12:14 am]
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Flicking through the Lizardmen Army book the other day I notice that in a Southlands army a Lord choice can be 2 Skink Hero level entries, either Priest of Chief. I have a lot of good reports of the way this army works, being subtley different in choice, but widely different in game style form a standard Lizardmen army.

So here is a list I've worked out.


Skink Priest, Scout, Spawning of Tepok, Diadem of Power, Dragonfly of Quicksilver, extra level. Total 180pts.

Skink Priest, scout, Spawning of Tepok, power stone, dispel scroll, extra level. Total 180pts.


Skink Chief, Spawning of Sotek, Scout, extra hand weapon, light armour, clock of feathers, talisman of protection. Total 136pts.

Skink Chief, Spawning of Sotek, scimitar of the sun resplendent, light armour, shield. Total 129pts (rides on Stegadon.)

Skink Chief, Spawning of Tepok, Stegadon helm, light armour, shield, scout, Biting blade. Total 139pts


10 Skinks, Scout, brave. (Shields and javelins) total 75pts

10 Skinks, Scout, brave. (Shields and javelins) total 75pts

10 Skinks, Scout, brave. (Blowpipes) total 75pts

10 Skinks, Scout, brave. (Blowpipes.) total 75pts

4 Jungle swarm base. Total 240pts.


7 chameleon skink, stalker. Total 111pts.

4 Terradons, brave total 150pts.


3 Salamander hunting pack Total 195pts.

Stegadon. Total 235pts.

Grand total 1995pts.

A very sneaky army that will opperate from behind the enemies lines. Once the enemy units have been reduced in size those that can fight in combat shall do so, while the Jungle Swarm holds up anything scary. Nice on paper and we'll see how it plays on Sunday with pictures and a battle report.
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Holla! [Jan. 6th, 2006|03:18 pm]
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I'm signed up and here. Right now I have about 6K points of lizards with my current tournament army being a fast moving Carnasaur led army of doom. I'll post the list a bit later.

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