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.
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?
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.
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.
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.
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
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.
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
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.
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