Ok, I really love the models for these guys and I am definitely gonna have some in my 2k army, I love everything about chameleons and the fluff for these skinks is awesome, but I don't know how to really use them and what unit sizes are best??? Tips anyone?
I have been using chameleons constantly since the old edition of the army book came out. However, I haven't used them with the new edition so some tactics might need revising. I usually deploy them as close to the enemy I can get, preferably close to juicy targets. By juicy targets I principally mean giants, other large creatures with low armour, light cavalry and perhaps a unit that I intend to charge and break in the opening turns. Basically the tactic is to 1st of all slow down my opponent by preventing marches and to take down said juicy targets (I used to field 2 units of skink scouts but alas that is no longer possible). As to best number, I used to always field 10. They are slightly costly but they usually get the job done (removing a rank, killing a couple of fast cavalry, causing a couple of wounds on a giant). In the current version of the rules, 10 could be a bit too much (especially when considering that they no longer have the deployment special rules - therefore a bit more difficult to hide). They are usually a general pain in the backside for the opponent but they are skinks after all and they are therefore as fragile as they come. Main threats: flying nasties and magic missiles Hope this helps!
I think 2 small units could work (5 is the minimum though so you can't have a unit with 4). Also, being scouts, allows you to get to 2 different places. I actually think it is a good idea!
Ok so if I drop my champ and a saurus and my skink assassin who sucks thall give me 108 pts.... damn 12 points off maybe if i drop 1 of 6 cold ones....
Just dump a musician from somewhere, especially if you have one in the cold one unit. Far better to have the extra cold one (3 extra attacks and 2 extra US!) than the musician. Sure they are useful, but if you are really tight on points that is what I would lose. The main use of charmeleon skinks as mentioned about is march blocking and warmachine/lone mage hunting. Though with your skinks around, chances are there won't be any lone mages at all. Definitely try to get rid of warmachines early with them, and yeah it looks like a good use to target giants and such for the chance of poison.
Cold ones don't have a musician.... I always have 6 cold ones and a vet in 1 unit, with 1 in the back rank accomplishing nothing, do you think I should take him away?
He doesn't quite accomplish nothing.. He adds unit strength, which is great for a unit that causes fear, and he makes the unit that much more survivable to shooting and magic attacks. If oyu have just 6 models across and lose 2 to shooting, you lose 4 spear attacks and 2 cold one attacks and make the unit as heavy cavalry a lot less capable and push them more into a support role since they are much less likely to be able to take a unit from the front. If you have 7 models (one behind) and lose 2, you only feel the pain of one fighting model gone and still hit at considerable strength in combat. This example is amplified if you use a unit of 8 and have 2 behind. Of course, the drawback is that the points per model for cold ones is very very high and could potentially be spent elsewhere for a significant boost. Ultimately, it is up to you. Do you find that the cold ones reach combat with the back model in place usually? If so it could be worth dropping him. Do you think what you could gain for the 30+ points is worth the slightly lowered US and increased vulnerability to shooting? In this case I think the addition of a scar-vet makes the unit more potent enough that it can afford to lose the back filler model at the start and still go fine, however, also keep in mind that the addition of a character increases the viability of the cold ones as a target for shooting since opponents know it is stronger. Ah look at that, I have given you two paragraphs of information yet not really told you anything. I should consider getting into politics.
Always got a scar vet with em.... last game they made in to combat without a single casualty, and US of fear causeres isnt very effective versus skaven OG and TK as one is immune to fear and the others will always have more than me.
Well yes, Skaven and O&G do tend to have high numbers. But remember you are considering their US before you charge in and start butchering them. With 7 models you have a US of 14 and need to kill 7 of a 20 man unit in order to outnumber them. On the initial charge, this probably won't happen, but in the second round? I think so. If you only have 5 or 6 it becomes much harder. Again, it is a bit of a tradeoff between the extra number in that unit and more models elsewhere in the army.
Sadly I couldn't fit salamanders into my list... however, the skaven opponent is cool and isn't a SAD player and the OG is younger and I trick him alot. Being smarter rulez
Good for you, I play the same with my WoC opponent. It's all in the spirit of the game, not the pewpewpew
our last match the 1 warplighting he got off killed 5 clanrats and only 1 temple guard it was a good day indeed