Ok, so I have been running the Thunderquake starhost and am thinking about including a 6 man unit of Kroxigor. I have never used them and don't have any so I was curious what your thoughts are with them? On paper they look good (especially in the Thunderquake), but looks can be deceiving.
I think that properly buffed (Thunderquake is good, and of course some skinks near, an Astrolith Bearer, Summon Starlight, and Mystic Shield are not bad either) they can work well, especially against horde armies.
I've been wondering, do Krox need actual skinks or just anything with the skink keyword? Just like how stegadons can command themselfs as they're still a "skink" unit. In general Krox should be fairly effective, I think they have the same issue as Guard though. Tad expensive and only really effective with their specific battalion. Outside of the battalion they end up being a tad underwhelming.
hmmm.... I am struggling with that. I think from the wording (small skinks scurrying around them) it refers to Skinks on foot, not to Skinks on giant beasts. Also: GW made clear that bold text in ability descriptions refers to keywords. The only unit with the SKINKS keyword (plural) are regular Skinks. And now to the absurd part: That would also mean that a Stegadon cannot command Skinks (it can only command Skink units) as Skinks do NOT have the Skink (singular) keyword. LOOOOOOOOOOOOOOL GW..... That would also mean that a Starpriest or Priest or Skink Handlers do NOT trigger the Kroxigor ability. That's BS IMO. So my interpretation is: It is an error. Singular and Plural keywords should be interchangable. And that tells me that Kroxigor are buffed by a Bastiladon next to them.
My thoughts on Kroxigor are that mine are still half-built because I can't figure out how to fit their arms flush to their bodies in a paintable pose.
Oh dear... I still have nightmares about that. Put the parts in warm water and carefully bend them. If they don't fit properly afterwards: Greenstuff.
I hacked their club handles in two and then pinned them together again. Some green stuff might have gone into the club handles...
I just built mine, they really are a royal pita to build as the parts really don't fit. I had major problems with the weapon heads which I pinned to add more stability. As @Christopher said mine also had huge gaps when trying to fix the arms to the torso. Generally I like to paint before assembly, but this wasn't possible as I needed huge amounts of GS to put them in place. But I assure you, as soon as you finish them you'll want to field them immediately! Sorry, didn't want to derail a tactics thread...
I am also thinking of running Kroxigor in my 2k list with Thunderquake. @Slanntastic, are you taking Moon Hammers or just the Drakebite Mauls?
As a rough estimate I'd guess the moonhammer are probably already better from 2+ targets. The fact that it also carries rend should make it worth it quite quickly. So unless your facing only thunderquake-like armies I would probably take the moon-hammer just in case.
Thanks @Canas, I was just wondering as I plan to add a 3 man squad of Kroxigor to my 2k Thunderquake list. My plan for them is to get buffed from the Slann and the formation so they can be my Horde/squad killing unit in meele. My Bastiladons are my tried and true guys to go up against scary heroes and small count elites.
@Lord_Dor'i'toad yes I am planning on taking a squad of 6 with two moonhammers. As Canas mentioned the rend is worth it even if you aren't getting 4 attacks. I am looking forward to putting two moonhammers into a horde of skeletons or witch elves and watching them melt My thought is that early in the game I would keep them within 8' of my EotG to keep the save re-rolls and try to have a mystic shield on them to get the 3+. Then cut them loose with some skinks in the later game to go for objectives since they are pretty quick. The list I have planned is: Slann EotG Kroxigor x6 Rippers x6 Skinks x10 Skinks x10 Skinks x10 Bastilidon x2 Thunderquake I like that I can be competitive in every phase but am nervous about the low model count. This is a pretty elite army which I do not have a ton of experience with (my other army is skaven haha). I love that the thunderquake battalion and felt that the salamanders and razordons where more of a tax that didn't seem to really benefit since I was normally keeping the battalion savage. The kroxigor seem like that should be able to gel better. I am bummed to hear about the difficulty with building them I just ordered mine, fingers crossed they aren't too bad. I know that the finecast can be pretty different model to model.
Am I missing something about Kroxigor and teleporting? I don't see of any ways to get them into decent charge range. Hasn't that always been their biggest weakness. Slow and immobile? I haven't used them, so maybe I am underestimating them. It also seems hard to keep them in range of the Slann.
I guess if you did something like the below, you could push them 3. Leaders Engine of the Gods (220) Lord Kroak (450) Units 6 x Kroxigor (320) 10 x Skinks (60) 10 x Skinks (60) 10 x Skinks (60) Behemoths Bastiladon (280) Bastiladon (280) Battalions Thunderquake Starhost (170) Scenery Balewind Vortex (100)
They're not very good as your main unit. But they should be quite effective as a secondary unit, or a unit to draw fire away. Especially in a thunderquake this works nicely. The stegadons or bastillidons aren't exactly easy to take out, it's more than possible for the kroxigor to wipe up whatever resistance is left after the finally kill the stegadons. Similarly, pouring resources into dealing with the kroxigors means your dinosaurs have free reign. To be honest, they feel kind of how a battleline unit should feel. Merely decent when looked at in a vacuum, but completly capable of wrecking your opponents army if he doesn't bother dealing with them appropriatly.
I agree with Canas. I plan to use them in step with the Bastiladons. Those guys are there to tie scary stuff up so my Krox can crush battle line/horde/weaker units. A beat stick hero/Death Star elite can't stop my Krox from smashing his weaker stuff if he is tied up with a buffed Bastiladon and taking Solar shots and tail swipes to the face.
Yeah I see your points and if you can get them in combat with the right unit, they will do some work. I still think their lack of movement hurts them and a smart opponent can do things to avoid them. But, love the models and they will beat things to death.
When playing the thunderquake with two bastilidons I find that I am usually not playing super aggressively but instead do a slow walk forward with a chaff wall of skinks soaking up enemy charges. As far as keeping them within range of the Slann/EotG the nice thing is that it is not wholly within so you only need to keep 1 with 10"/8" respectively. It is definitely a consideration though.