7th Ed. Merits of skink/kroxigor units

Discussion in 'Lizardmen Tactics' started by Caneghem, Mar 9, 2009.

  1. Caneghem
    Carnasaur

    Caneghem New Member

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    I'm starting to think of ways to use the skinks/kroxigors units.

    My first idea is with one kroxigor and about 21 skinks with full command (full ranks). This makes a reasonably priced flanking full-CR block. Skinks and even kroxigors aren't sturdy enough to be part of a true anvil unit (which is the role of most infantry), so it leaves them with a rather unconventional role. Most infantry aren't fast enough to be desirable flankers, but M6 is downright speedy for infantry. If you land this rather large unit in the flank of pretty much anything, it is going to be in trouble static CR wise.

    The second idea is a small unit with NO command. I'd use this as a true detachment unit. It'd be the minimum of four skinks across with one kroxigor in the center, for a total of 12 skinks and one kroxigor. Imagine one kroxigor with a ring of skinks around him. You could throw down three of these units and really start to make the enemy feel overwhelmed by your force's numbers for not many points. This creates a fairly sturdy flank force with US15 with some poison and str6 attacks.

    My reasoning:
    If you want more than one kroxigor in my opinion, you might as well just take a plain unit of kroxigors. If you are looking for the kind of unit that is out to inflict wounds, just go straight for the kroxigors and cut out the middlemen.

    But taking one kroxigor with skink flankers provides a couple of valuable benefits. First off, no more rolling fear checks before you can declare charges. Nothing worse than seeing that vital delaying flank charge opportunity and having your charge peter out because your skinks' sense of self-preservation becomes over inflated! This also prevents auto-breaking from fear as well, so that you have a better chance of sticking around if you just barely lose combat. Sure you won't auto-break your enemy, as that would take an inordinate number of kroxigors.

    The kroxigor also helps when flank charging things like knights or targets that you fear will counter-attack and wipe out lots of skinks. The kroxigor can get that one vital kill against cavalry or a couple kills against whatever you are charging to help minimize attacks back.

    The final point to taking one kroxigor is flexibility. Taking two kroxigors forces your unit to six skinks wide, which hurts the unit in its role of flanker. Wheeling is very important for these units especially, since they lose their ability to turn.
     
  2. The Dark Lord
    Skink

    The Dark Lord New Member

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    Where did you get that from?
    You would need 6 Skinks with 3 Kroxigors, but even 4 would be wide enough for 2 - although that wouldn't get you any rank bonus.

    Although 30 more points and 3 less Skinks that can die without loosing rank bonus is still something you'd have to consider.
     
  3. Ehecatl
    Jungle Swarm

    Ehecatl New Member

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    I hadn't thought about the fear - that's very useful.
     
  4. Aparach
    Troglodon

    Aparach New Member

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    He got that from the army book pp. 41, and he is completely right. 4 skinks wide for 1 krox, 6 for two and so on.. the ide with spawn-kin, is that the skinks flock around the kroxies and therefor they will be put infront and around the flaks as well.
     
  5. kelvinsteele
    Jungle Swarm

    kelvinsteele New Member

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    That's cool :D
     
  6. Azactoth
    Saurus

    Azactoth New Member

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    There is nothing about swarming around in pp41 in Lizardmen book... You can use like this;

    SSSSS
    KKKKS
    KKKKS
    SSSSS
    SSSSS

    KK
    KK Kroxigor

    S Skink
     

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