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8th Ed. Poll: Krox vs. Skrox!

Discussion in 'Lizardmen Tactics' started by NIGHTBRINGER, Sep 23, 2013.

?

Which unit do you think is more effective?

  1. Krox

    30 vote(s)
    60.0%
  2. Skrox

    20 vote(s)
    40.0%
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    Pinktaco Ctho Craftworld Staff Member

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    They can be hit on 5-6, the rest goes to the skinks. Alternatively one can decide to only hit the skinks. :)
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Even if the Kroxigor are in the front rank (assuming that they can be placed there)?
     
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    Pinktaco Ctho Craftworld Staff Member

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    Anything in front rank can be hit as normal, however because you can't normally hit models in second rank the spawn kin rule allow opponents to at least hit the Kroxigors on 5-6, when placed in the second rank. :)
     
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    tom ndege Ulthwé Craftworld

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    Also for shooting? Or can you decide to shoot at the krox as extra target?
     
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    Pinktaco Ctho Craftworld Staff Member

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    Attacks that are distributed (shooting) = 1-4 skinks and 5-6 Kroxigor. :)
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Interesting, so if the opponent attempts to hit the Kroxigor and rolls a 1-4, can he redirect the attack on a skink or is the attack lost (which would be a bit much)?
     
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    DrMad Saim-Hann Craftworld

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    If you attempt to hit a Krox it basically works like shooting a character riding a monster: randomize... 1-4 hit on a skink, 5+6 hit on a krox. So the hits are not lost, just hitting a poor skink.
     
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    oldblood62 Saim-Hann Craftworld

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    I personally love it . I have been running bigger and bigger blocks of skox and finding more and more success . I think it truly gives a good option for core and has out performed sarus yet again.
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Well that is a substantial improvement over what we currently have. The Skrox unit could be a force to be reckoned with if used correctly.
     
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    Pinktaco Ctho Craftworld Staff Member

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    Yup. It's quite an interesting unit now. Which is also one of the reasons why I'm confident our core will feel much more fun with variation to it compared to previously. Some people want skink cavalry to fix that, but I believe the committee have done a good job regardless ^^
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Does that mean no Skink cav?

    I agree with you that the improvement of the skrox is a huge boon to our core, but the addition of Skink cav alongside of it would be that much sweeter!
     
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    Pinktaco Ctho Craftworld Staff Member

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    No skink cav for now. They'll likely be there at a later time :)
    But who's to say other things haven't happened with our core? :)
     
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    tom ndege Ulthwé Craftworld

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    Surprise surprise?! ;)
     
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    Pinktaco Ctho Craftworld Staff Member

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    Perhaps :)
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Fingers crossed for Kroxigors (with heavy armor) riding terradons!!! ;)
     
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    Pinktaco Ctho Craftworld Staff Member

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    Why not just merge the two? Kroxidons! They drop skinks who work like the doomdiver so.. Yeah..
     
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    NIGHTBRINGER Ulthwé Craftworld

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    Sold!!!
     
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    discomute Biel-Tan Craftworld

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    It is good if they get a buff, back when I used to play, the mixing of two types of units was unique to lizardmen. I don't know if that is still the case, but skrox units look awsome, it would be great to see them played more.
     
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    Pinktaco Ctho Craftworld Staff Member

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    They're still there and quite effective in 9th age :)
     
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    Lizards of Renown Dorhai Craftworld

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    Krox always. 4 or more (played a 5K battle once with two 9-strong Krox units, beautiful).

    I just can't get past the combat resolution bleed that the Skinks bring to the table (who should NEVER be in close combat with WS2 and T2). Plus Skox has to have 8 Skinks per Krox and if you only have 2 or 3 Krox they will be killed before they can attack as they can be hit first.
     
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