I would go 2x6, because it will allow you to pick different targets, which really is useful when the enemy has multiple threats you want to take out. Heck, even 2x5 might work better then 1x10.
I like to run 2x 5 because that way all your eggs are not in the same basket. You can keep the two units after the same target without having to worry about one shot/spell taking out the whole thing. You can also split your force if you need to as well.
I just won an ebay auction for 3 more chameleons too! Now I can run a unit of 6 and a unit of 7. I think I may up it to a total of 20 + Oxytl (or whatever his name is-converted, I do not like the model of him).
Thanks. I might just convert up a unit of skink skirmishers into CS. I have 3 x 10, so 2 x 10 SS along with 2 x 5 CS should be interesting.
I choose to run 1 unit of 9, knowing that 2x5 is tactically more flexible. 9 gives me 18 shots at a warmachine which means on odds I should kill 1 WM a turn. I also run 5 terradons, which I find to be fantastic, and the 2 units together allow me to harass my opponent turn 1 and force him to make some difficult choices.
I was thinking of attempting Skink skirmish painted as though they are constantly changing colour i'm not sure how yet but i am going to attempt.
I like my 10 block Here's the reasons. 1. Very Very few things are going to bean chameleon skinks very effectively with shooting attacks, and with their scout move into some godawful hole in the ground, they are unlikely to be dealing with main line troops. Being over 8 models gives you resistance to panic rolls, which despite cold blooded do fail. 2. Demolishing a target reactively. When dealing with something like fast cavalry or other skirmishers, it is critical to deal a strong blow and cripple the unit with a single volley, because with your short range you are likely to be shot at or more importantly, charged, on their turn. Ensure that they are so beaten up that they live in fear of your stand and shoot reaction. Having ten guys also means that with your fairly decent initiative, many things will also get punched before hitting you in addition to getting shot. That back line of guys swinging just helps you not lose. 3. More likely to cause panic checks on their own. Killing just that one extra guy can cause panic, since a whole lot of things you'll want to bean with skinks, like fast cavalry, hounds of all types etc. run in groups of 5-6 dealing two wounds is critical to panicking them. wiht 20 shots, about 3.3333 will be poison/hits when you move and shoot twice at long range since a lot of things have a 5+ armor for fast cav, that' 2.222. An only marginal buffer for your vital number. Any less and it would be less then average for you to panic such a unit! This will not do!
For most of the above reasons I prefer a large ish unit of 9/10. I only roll with 1 at the moment though, I found two was often too many points to give up and often hard to scout them anyway against a good player, freed up some points elsewhere! D