I run mine in a formation. The EoTG is in the middle with the two Bastiladons flanking him and a couple inches in front. Lord Dor'i'toad(Slann Starmaster) is behind the EoTG with the Astral Banner. Everyone just marches forward and keeps in range. The Skinks act as screen and go take objectives. Right now I have the Salamander/handler tax but ordered some Krox who are on the way.
The only thing faster in a thunderquake is the troglodon though. They're just as fast as a stegadon and faster than the bastillidon. So not like they're an odd one out.
True. I'm just not a fan of melee units, without range, that walk. I think sometimes it's easy to think about how good a unit can be when it gets into combat, but you sometimes overlook actually getting it there. Just something to consider. Use Teleportation and terrain to your advantage and I'm sure they can be good. But against heavy shooting armies, they may struggle.
That probably goes for 90% of the proper melee models though, even a carnosaur isn't much faster than they are (at least until it gains its frenzy ability and starts running and charging).
Most of the armies I have faced are more Merle heavy and want to get in close. So I plan to take the Krox to dish out lots of wounds. Again, based on what I have faced, especially Destruction armies, Krox pair well with my Bastiladons.
No 8" move is a slow unit ! + do not forget we have our allegiance tp - with a curse of fate 33% of being 3" outside any opponent unit you wish
To mark and remember the hours of work I've put in this afternoon, I have composed this ode... I boiled and I bent, And I pinned and I glued, And I wondered What some of the Parts are for... And after all that, They're not much to look at, But at least I have a unit of Kroxigor.
Circling back to this thread. I have played two games with the 6 man kroxigor unit inside the thunderquake starhost and can say confidently that they are very good. The only disadvantage is mobility but that is more an issue with the battalion since you need to keep everything close in order to keep the buffs up. As far as building them goes, on my 1st three I used the boiling water trick to soften them up. As Christopher mentioned in his moving poetry, this was a pain. On the second group I used a hair dryer and found it much less of a hassle.
Yesterday I played Kroxigor for the first time in ages. They did hold up pretty well against my opponent's Liberators but finally died. It was an experimental list (Firelance+Chamoskinks+Skinks+Krox) and I lost the game, but it was loads of fun and I got to play some units that I rarely use, including the Krox.
I will say I've had some.. limited success with Kroxigors in several instances. They're great for counter-charging infantry/cav that get into your lines (skinks retreating away say HI), or for holding down something equally as 'tough' as they are. Had a unit of 3 hold down a unit of 5 Blight Kings for a full 4 rounds of combat, swinging away at one another (while in a regenerating TQSH though). I've sent them character hunting with a skink priest with trappings before, and they were alright, since keyword shenanigans + rerolling saves. They managed to take down some weaker characters, but (again) they held druthu for 4 turns. Opponent was obstinate to kill them, but just couldn't. The susceptibility to rend -1 hurts them a fair bit, and I would like them to either get a better save, or become immune to -1 rend. Otherwise, I find them a solid unit, and would get more... if it weren't for Finecast. The 3 I have are of the woogity variety.