Skink Skirmishers is a Lizardmen missile infantry unit in Total War: Warhammer II. More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies.
Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen. They are the mass workforce designed by the Old Ones to perform many different roles, and without them, Lizardmen society would quickly collapse. Skinks take up the weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to routing than the stoic Saurus. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe's advance with hails of darts. When massed together in a fighting cohort, they can bulk out a Lizardmen battleline. The volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps of Lustria.
- ↑ Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
- ↑ Fire whilst moving: This unit can fire while on the move.
- ↑ Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
- ↑ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
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As one expects from the name, these skinks are good harassing units that are quick and inflict poison, which further debuffs foes and prevents them from fighting effectively. They are not strong melee fighters and are best used to harass enemies before fighting begins or flanking from unexpected angles and harassing the backline or shooting into the back of the frontline engagement.