Kroxigors seem pretty useless to me, cuz they have the same statline as a normal saurus but only 3W and 3A, and they have great weapons. and krox/skink regiments give alot of free CR cuz of the 2T skinks >.< so should i get some for my army?, and if, how should i use them? they are also really expensive(real money not points)
Actually, with their Movement of 6 and Strength 6, they are quite different from Saurus. They are very maneuverable flankers and can deliver quite a punch when they charge. I find that they do quite well. Use them as a flanker, or a unit to kill small units and they work great. Autobreaking small units with fear is quite effective.
Don't forget the value of fear. Failed charges, and auto-breaking go a long way, even in today's realm of many ItP armies. The other thing they do is cause your enemy to focus on them, leaving your big block of Saurus alone in the shooting/magic phase, ensuring you will hold like a true anvil when the charges come to your spears.
the biggest problem with kroxigors is their low WS. S6 is nice, but when you hit with 3 attacks you won't do much against anything [hypothetical scenario]. if you plan on using them i suggest casting portent of far on them and maybe second sign of amul aswell. you need as many rerolls to hit as you can get. or play 2v2 games and get a demon ally that brings the BT that gives universal hatred
I always use them in just a unit of 3 or 4. There are really effective for breaking small, armoured units. I find them to be quite useful.
i have found them very useful as flank support. keep in mind that if you use them to flank another unit that is already in combat, you go first on the charge and kill maybe 3 guys, then they come back with 1 attack maybe 2 if there are 5 ranks. these guys are extremely useful and also they are extremely fast, so don't put them down just yet. i use 2 units of 11 skinks and 1 kroxigor. i find them more effective this way.
I find Skrox useful for flanking, just like the regular Krox. The difference is you get a 4+ ward save for the Krox essentially vs regular shooting, much like the skinks on the Steggie. This is because shots will most likely hit and kill a skink rather a Krox. The downside is that in combat, the skinks drop like flies and the combat res bonuses grow fast for your foe. In the front, unless you roll amazing, you will most likely break against a big block with full command, but on the flank and with supporting charges you should do well. I fielded a 3xKrox & Skinks unit once and took on Night Goblin spears head on. The skinks absorbed most of the fanatic hits which was nice (due to the randomized hits) and the Krox were able to cut down almost 9 gobbos. They got a few kills back vs the skinks, and with ranks command, etc, we drew the combat, and luckily I held. Second round the gobbos took out almost all the remaining skinks, and even though I pulled off about 9 more wounds on the gobbos, I still lost, and then broke this time and got run down. I don't think I would run the combo again. If it was just three Krox, I may have lost one to a fanatic, still pulled off 4-5 wounds and drew, for less points spent on my end. I had made that a 4 krox unit and rolled average I would have won and probably broken him. The last point in this long winded post is that you also get the benefit of a stand-and-shoot reaction with poisoned javelins, though this is isn't that incredible, but if the dice gods favor you, then it could change everything.