Any pointers on how to model these guys up to be the most flexible they can be? I am dedicating 10 to paint up as skirmishers but am not sure what to do with my other 20. HW and shield for when I get Kroxigors? Help me get these guys out of the spawning pit.
I'm in love with skrox units, 22+2 with command will do amazing things. Skirmishers took a big hit in 8th.
That gives you 6 wide and 5 deep, like this: Code: SSSSSS SKKKKS SKKKKS SSSSSS SSSSSS S=Skink KK KK=Kroxigor
So do we not like 3 Kroxigors? Also, I'm assuming they're Javs and Shield Skinks. Also is there a benefit to being 5 deep vs 4?
3 krox probably makes the unit a bit too big and expensive since you will need min 24 skinks to field it.. 2 is a good number. 5 deep means you have more wounds to absorb before the unit starts losing its effectiveness, and an extra rank for either steadfast if you are losing combat or to help prevent your opponent having steadfast if you are winning.
March 12 8-18 inch charge range, 8 poison shots if you don't feel like you can risk a long charge + a stand and shoot option when they charge you back, 6 S6 attacks + 8 S3 attacks, 5 ranks. A lot of people underestimate how effective they can be and will focus on your Saurus which leaves them wide open to flank attacks. They're a great combined arms unit, especially if you toss a flesh to stone on them. I was a doubter too until I started using them but now I think of them as my unsung all-stars.
These are my reasons for being tentative: 15 S4>6 S6 and 8 S3 T4>>>>>>>T2 4+ armour>6+ armour WS3>WS2 Javelins are crap. Skirmishing skinks (core and Chameleon) and Salamanders make the redundant. SKrox try to be everything, but end up being an expensive way to achieve nothing (at least in my small tests of them).
I actually think that is a big part of why they are proving to be really good. Lots of people think that, and of course they send missile fire toward the bigger saurus and don't worry about the skrox, then they hit combat at full strength and rip through light to medium infantry. They are far from a bad troop, and with M6 they are the fastest ranked infantry unit in the game (equal fastest with a couple, but far superior to them) which makes them very handy for flanking and such as well as redeploying. I think they compliment a unit or two of saurus rather well, and they look cool. However, if you find no real use for them, by all means take saurus instead, they are also a great unit and much more forgiving due to their toughness and offensive capabilities.
It all depends on how you use them. They're perfect for flanking and chasing down other flankers, but you have to be cautious about what you charge to the front. That said, you can hit just about anything in the flank and carve through with no problems-- chaos warriors, elves of all shapes, monstrous infantry... 6 S6 attacks makes a mockery of everything and the ranks of skinks means they'll lose steadfast. Even if they only make an enemy unit hesitate to charge for fear of getting hit in the flank they've done their job. Also, they're one of the few units that actually got a boost to the changes to fear.
I'm also somewhat tentative about skrox. I've tried using them a few times and its never worked very well. Perhaps their for the more experienced player. I'm not sure.
They did? How? I just read up page 69 on fear, and it only effects enemies in base contact with fear causers, krox are in the second rank thus no fear check required for opponents. Additionally, where the krox used to grant immunity to fear for the whole skink unit, now it says the actual fear causing models are immune to fear even if their unit fails, which suggests the skinks can now fail fear but the krox will be uneffected. That to me sounds like the fear rule is basically negated for krox in skink units....
GW Lizardmen FAQ Q. Does a unit of Skinks that include Kroxigors cause Fear? Are they immune to Fear? A. Yes to both questions. As for assembling a versatile skink. Here are some of mine, although I just did it for the sake of it looking awesome. http://i532.photobucket.com/albums/ee324/roban365/Lizardmen/SDC12252-1.jpg Cheers!
Ahhh knew I should have checked the FAQ not just the rulebook. I'm not sure why it makes sense that they would given the rules for fear, but if GW want to rule it that way I'll be the last person to argue. Thanks for clearing it up.
This amused me slightly. Round my way it’s long been a standing joke that the best infantry in the game are Goblin Wolf Riders
Wolf riders have long been the bane of my Salamanders, along with Wolf chariots, and Big bosses. Together that is. Cheers!