Well after seeing what the community has to say about kroxigors Ive been bashing a few lists out, and I like the look of this one, the lack of chameleon skinks is my only real worry, might look at jiggering it around to squeeze some in. Skrox unit (10 skinks 1 krox) Full command 127 Skrox unit 127 Full command Skrox unit 127 Saurus 25 Full command 305 3 kroxigor 165 Slann 3 disciplines cupped hands BSB 445 Temple guard 20 355 Full command A stegadon 275 Salamander 75 2001 points, as per my game group, 5 points +/- is alright. Well, your criticism is welcome, thanks in advance!
Lore of Light or Life? Overall, I like the list. I would like to see some chameleons and another salamander though. Myself, I would cut the stegadon to add those models. But, try it and see, you may like the way it plays as is.
I'll be testing both, but going with light as its my primary lore I was thinking of dropping the steg, but I think i'll playtest it once or twice first
don't forget that you can't do anything for the kroxes to lose their ASL. even with ASF and I10 they strike last and don't reroll to hit rolls. ASL>ASF (BRB). unless you find a way to urn those kroxes into HElfs i suggest you go with life or shadow for the WS/T reduction on enemy units.
I've heard it before, but I can never find in the rule book where it says Always Strikes Last is greater than Always Strikes First. In fact, on page 66 under Always Strikes Last, it pretty definitively states that, "If a model has both this rule and Always Strikes First, the two cancel each other out and neither applies so use the model's initiative." There's nothing in the Errata or FAQ to contradict that. So if you happen to get ASF and I10 on your Kroxigors, then you're attacking at I10, but if you can show where it says something else in the book, then I'll happily listen. Did it not work that way in 7th?
I believe the fact that Great Weapons always go last is what gets you in this case. I may be wrong though. Please, correct me. I would love to have my krox hit first!
Nothing in the rulebook says that. Great weapons carry two special rules: Uses Two Hands and Always Strikes Last. ASL is as I described it above. The idea that it strikes last regardless must be a holdover from 7th (which I never played). Unless I'm reading it wrong and/or missing something, you should be able to get Great Weapons to strike on Initiative (with the right spells/items). EDIT: as for your army. I know how much fun it can be to run a Steggy, but I'd suggest dropping it in favor of an additional salamander and adding another kroxigor and more skinks to your third skrox unit. With the remaining points you should be able to add your chameleons or beef up your sarus or temple guard.