SKINK CHIEF
If you can't afford a Scar-Veteran and really need a front-line fighter, better
hire some mercenaries, because these guys aren't going to get the job done for
you.
The big benefits to Skink Chiefs is that they come with poison standard, and you can make them Scouts for a few points. So if you want a model to help you take out enemy war machines from a distance or slow down enemy troops, a Skink Chief might be for you. There are a few Skink-only magic items, but for my money most of them suit a Skink Shaman just as well. A Skink Chief can ride a Stegadon, but again, so can a Skink Shaman.
Big drawbacks — mediocre Toughness 3 and a notable absence of armour means that this hero won't stand up to anyone who can swing a sword reasonably straight. If you have a real itch to play a purely Skink force and are forced to use a Skink Chief for your general, then you'll want to invest in a Sacred Stegadon Helm for him, to boost his rather poor Leadership of 6 (even with the Cold-Blooded rule, Leadership 6 isn't going to keep the troops in line when things go south). His ability to Scout to take out important enemy targets or slow an enemy advance is something I'd rather trust to a unit of normal Skinks (or better yet, Chameleon Skinks!).
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Shaman
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