It seems to me that cohorts make fairly good krox delivery systems. The Krox no longer have long reach and therefore can't be targeted in combat. But with being monsterous infantry still get their full attacks back. Yes the cohorts will just get targeted and give up free cr basically, but with a large enough block they should be steadfast, and with the slann close they won't run. Does it appear that skrox units now work this way to everyone else, or am I reading it wrong? For fun games, or just for a laugh I'm thinking about running 84 cohorts and 4 krox. Talk about a huge speedbump. I am completely aware that 6 krox are a much more effect choice, especially for slamming into a flank, and with a slann hopefully making them T8, but this is more a fun idea and I think would be hilarious to field.
Nice, if your taking a slan tho, seriously consider life, T 6 skinks make for a serious unit, especiAlly since they cause fear
You are reading it correctly, the Krox can not be targeted in a cohort unit any more. At least until you run out of skinks and the krox are forced into the front rank.
An allstar unit for me in recent games is a unit of 32 skinks and 4 kroxigar. Run them 8 wide and all of your Krox will get to attack. Or run them 10 wide to benefit from hoard, which ends up giving 4 extra attacks (2 from 2nd rank, 2 from 3rd rank). Then stick a Slann with Life to the side of the unit (because his regen spell affects all models in the unit). I make my slann ethereal for safety sake. This is much better than running just kroxigar as it gets you to the minimum core needed without having to take our recently neutered saurus. This unit is very hard to kill.
That's an awefully squishy unit to put a Slann in. Granted the Slann is protected by etherial but if the unit runs and is caught you've just lost your general, BSB, and a danged high priced character to boot. I'd be very leary about even T6 skinks getting slaughtered... All that is just my humblest opinion of course. I'd rather stick w/ Temple Guard or a lone slann
Yeah, without the Helm of Command I wouldn't risk it. Outside of Temple Guard, a BSB Slann has to have that Helm.
Think what you will but don't knock it till you've tried it. This unit has not died yet. T6 Skinks with Regen 4+ are VERY hard to kill. Don't forget they stand and shoot any enemy that charges them. Then they get 14 skink attacks and 12 krox attacks. Then they cause fear, so there's a chance the enemy might have WS 1. The fact that they have 4 ranks typically makes them steadfast. Finally, if worse comes to worse and it looks like you're gonna get charged by too many units next turn that might potentially make your unit break, you simply make your slann leave the unit he becomes a lone slann with ethereal.
hey guys! i read your conversation and i had some thoughts. 1st you cant give slann magic armour. wizards cant wear such things ans so, no crown. 2nd slann has a bit bigger base than 2 skinks or a kroxigor. so it should be placed in the side of the unit and so it will be more fragile i think. 3rd he cant leave the unit from close combat nor he can cast spells. am i wrong?
In all good respects I'd rather put the Slann in a unit trained simply for one thing: protecting my auto-game winner or auto-game loser. Skinks aren't ment or trained in the fluff for Slann protection.