8th Ed. Best way to use chameleons...

Discussion in 'Lizardmen Tactics' started by Hookadoodle, Jul 17, 2010.

  1. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Whats the best way to deploy/ use chameleons
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Ideally, you want to deploy them as close to an enemy unit (i.e. warmachine) as you can within cover (That way you get hard cover -2, plus the -1 for skirmishers plus an additional -1 for chameleons= -4 to hit for most that archers, that will put them hitting on 8s). Now, if you cannot give them cover, hell, put them 12 inches away from the unit you are going after.
     
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  3. Hookadoodle
    Saurus

    Hookadoodle New Member

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    What would you do when they charge you? Just get out of there fast? Are they worth for their points and how many are a good number to have around?
     
  4. Caneghem
    Carnasaur

    Caneghem New Member

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    If they charge the chameleon skinks just flee and pray. They are going to die in combat very quickly. But they are very good for hunting enemy warmachines now, those would be priority number one.
     
  5. Kurlin
    Ripperdactil

    Kurlin New Member

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    Don't forget that you can march and shoot now, and you can still double shot at long rang with the chameleons BS4 and still get poison shots. So don't be afraid to put them even 24" away, so ideally you shouldn't be in anyone charge range(on the first turn at least) unless their deployment dictates it.
     
  6. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Also, try to move them into the flank of the unit before you shoot. Just outside their arc of sight. That way, you avoid the charge and annoy the hell out of your opponent.
     
  7. Firecrotch
    Jungle Swarm

    Firecrotch New Member

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    chameleons are sick in 8th edition.. ive played three games so far and in 1. They killed an empire lord on griffin and the rocket thing.. in game 2. they killed a lvl2 DE sorceress and a lvl4 DE sorceress one was on horse the other on evil unicorn or something.. and game 3. killed O&G giant in turn 1.. im never leaving home without them
     
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  8. CaptScott
    Skink

    CaptScott New Member

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    What sizes are you guys taking? I was thinking of 2-3 units of 5 now the slots are available.
     
  9. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    I like units of 6 - 8. This way they are still small enough they can deploy as scouts without too much trouble but they also are large enough that their shooting is effective. Right now I'm pretty satisfied with a single unit but two units of 6 or 8 would be doublely as effective.
     
  10. boreas
    Saurus

    boreas New Member

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    Well, to kill an Imperial Cannon in one turn, you need to get 3 poison shots. So I'll try fielding 9 of them so I can deploy over 12", move and double-shoot it to it's (probable) death!

    Phil
     
  11. Caneghem
    Carnasaur

    Caneghem New Member

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    Don't forget that normal hits have a 1/6 chance of wounding as well, in addition to poison. Probably 8 would get the job done, considering you will land a lot of non-poisoned hits as well.
     
  12. boreas
    Saurus

    boreas New Member

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    Mind you, I was doing some mathammer and 9 Chameleons give me 18 skirmishers. If I move them 12" and shoot once with the blowpipes (so a total of -2), I should get my 3 poisons anyway. this way I fill more core...

    Phil
     
  13. Firecrotch
    Jungle Swarm

    Firecrotch New Member

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    But Skink Skirmishers cant scout.. ands thats what best about chameleons
     

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