Lizardmen 2500 Oldblood +piranha blade +talisman of preservation +cold one +shield Scar veteren +shield +light armor +great weapon +BSB- Razor Standard Skink Chief +ripperdactyl +light armor +enchanted shield +egg of quango Skink Priest(beasts) +level 2 +cube of darkness Skink Priest(heavens) +ruby ring of devastation Skink Priest(heavens) +dispel scroll 49 Sarus Warriors +spears +musician +banner 2 Jungle Swarms 7 Cold One Cavalry 1 Ark of Sotek Bastilidon 4 Ripperdactyls 3 Ripperdactyls 11 Skink Skirmishers 11 Skink Skirmishers 8 Chameleon Skinks 8 Chameleon Skinks
Just wondering how Chameleons work for you at this points range? I've had an issue at higher points with their deployment. My opponent normally has so many models they end up being right in front of something rather than on a flank and end up betting charged turn 1.
When there is no where to hid in the backfield for my Chamos, I will set them up for a first turn double flee (I always run 2 units or 1 with Terradons). If they don't get charged, I just move them up closer, shoot and force them to charge into the double flee next turn. (This may be harder to pull off with Ld5... but should still be useful at breaking up your opponent's line)
If you cant get them into the back then you just gotta try and put them so that first turn charge leaves your opponents line as awkward as possible.