8th Ed. chameleon skink unit size/s

Discussion in 'Lizardmen Tactics' started by Gop, Dec 13, 2010.

  1. Gop
    Skink

    Gop New Member

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    I have space in my recent list for 12 chameleon skinks. Is 2 x 6 better than eg. 1 x 10?
     
  2. SeBM
    Terradon

    SeBM New Member

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    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.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    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.
     
  4. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    Exactly!
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    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).
     
  6. Gop
    Skink

    Gop New Member

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    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.
     
  7. moseefus
    Skink

    moseefus New Member

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    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.
     
  8. wolfmage
    Temple Guard

    wolfmage New Member

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    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.
     
  9. vapor
    Razordon

    vapor New Member

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    I run 3X7 in my 2500 tourney list. (I like 7 to help boost the odds when shooting at war machines).
     
  10. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

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    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!
     
  11. Dan Heelan
    Skink

    Dan Heelan New Member

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    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
     

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