I've been amassing a number of kroxigor to play with, and through some good deals on Ebay, have brought my total of the towering lizards to around 15. But since I've only recently returned to playing after a 10 year break, I'm not sure on the best use, and best numbers to use. The group I play with tends to be at 2250 points. What successful units of krox do you use/have you run into at that size game? Better with skinks or on their own? Any good and bad points? Any advice would be appreciated.
Kroxigors are scary whenever they are on the board. They will be targeted whenever possible. As scary and tough as a unit of kroxigors alone is (a cool idea too), it just isn't a good idea. However, getting the same killing power across the table and into combat without the enemy picking out your kroxigors is amazing! Put 3 krox in a disposable unit of skinks (25-30 at least). Put a skink chief in there too. Make sure to take full command on the unit. You do not want to accept a challenge on the skink chief. All of his wounds should be directed at weaker models (in a perfect world). I have a tournament coming up where I am taking 3 units of 12/1 skink/Krox (primarily to piss off my opponents by harrassing the hell out of them).
3 Krox 24 Skinks - Keeps the unit cheap and not too much of a target while still packing a HUGE punch
Thanks for the feedback. I'm leaning towards a few units of 2x2, but not positive. My main opponent plays vampire counts, and he knows that he can get wind of undeath to create spirit hosts in front of my units without magic weapons. That seems to be a major weakness for the kroxigor and stegadon. If I put them in a unit, I'd probably have to do a champion and a chief, with a magic weapon on the chief just to avoid that problem.
I field a unit of 30 skinks/3 krox with full command (6 wide, 5 deep) and a skink chief with crown of command to make them stubborn. They have been VERY effective, withstanding heavy losses and still fighting on. I've given them MVP each game (aside from Sann+TG). One thing though, don't let them kill that chief. It hasn't happened to me yet but I can imagine losing that chief plus several other skinks and trying to pass a LD check with no more stubborn :-/
All right, fellow Skrox fans! I take a 24x3 unit to most every game, and sometimes two. Without the skinks though, I've had dismal luck. I've run Kroxigor 3x2, and by themselves they seem to get shot to pieces, or just carved up due to ASL.
Not trying to be the bearer of bad news here, but I HATE Skrox units. Absolutely HATE them. Once you get into combat the skinks kill probably two models, and then any smart opponent would target the basic skinks with all their attacks and get a ton of combat rez. Yes the Kroxigors may dish out some damage but not enough for the loss of skinks. Personally I usually play 3,000 point games in my local game store. I like 2 units of 4x1 Kroxigors as flankers. On my first movement phase I march my Kroxigors 12 inches up, right into my opponents face forcing him to put his shooting, magic, and sometimes a unit or two into combat with them, and away from my Temple Guard and Saurus, allowing them to focus on the scarier units my opponent has. If he puts his scariest unit into Kroxigors, even better. Kroxigors are perfect to use as distractions and pound people's weaker units with TG and Saurus units while they're focused on taking out the scary troll like lizards on the flanks. This has been a tactic I've mastered lately and been helping me win most of the time recently. Another tactic I like to use is called a Stegadon pin, and I can elaborate more on that if you guys would like me too. So essentially you use the Kroxigors as a throw away unit. Almost. But not fully. If you hit them hard enough while their attention is elsewhere the loss of the Kroxigor unit will be paid back fully and usually with even more points and better position to put the hurt on. Please don't take this as me trolling or ranting, simply as another fellow Lizardman player sharing his opinion and experiences to further better the armies of Lustria!
@Lybithian I agree with you I think the skinks are easy combat res. However I think they get there ward in close combat which makes them a bit more sturdy. I basically think its a 50/50 trade off. If the army is taking a lot of shooting the Skrox units are amazing. Against combat heavy your better taking just the Krox for the reason you stated about combat res. If you take the minimum number of skinks they can often get there as a safe delivery system while not having too many left for bad combat res BUT... remember the skinks can cause damage too with poisoned attacks and the ward save is nothing to be sniffed at.
At north star I played three units of 3x2. It was fun, but for the same amount of point I can get 25 saurus with spears and full command. I have also tried them as a horde and it is kind of fun, but some spells will wreck you day. I think my next experiment will be a 4x2 unit. Also, I ran lore of life with them.
Here is a question: As I read it, when a Krox is in a unit of Skinks, they act like they are in the front rank if they are in the 2nd. This means they get the full attacks and in turn can be targeted by the opponents CC attacks. Kroxigors are classified as MI, meaning they get supporting attacks, does this mean that if I had 6 Krox's in a unit of skinks (2x3), the 2nd rank of Krox's get 3 attacks each? Then if I take them 6 wide I could have yet another rank attacking?
In 8th edition, they cannot be targeted. As per our rule book, they must go in the second rank. They do not get the stomp attacks but they do get their 3 supporting attacks (as monstrous infantry). Even if you took 6 krox in a unit of skinks, the best you could get is 4 krox in the 2nd rank (which would count as the 2nd and 3rd rank), the last 2 kroxigors would be in the 4th rank (not getting to attack).
@The Lybithian, Yeah the smart opponent will just target the skinks for combat res (arguably, the average and dumb opponent too since they pretty much have to, krox can't be targetted anymore) but that is why the skrox unit is not a centre of the line or linebreaer unit. The saurus play that role to perfection. The skrox unit is for hunting lighter targets like flankers if it can, and it is also great for charging into flanks which seriously reduces the number of attacks the opponent can send your way. They make a fantastic support unit basically, and with the equal fastest movement rate for ranked infantry in the game they are great at geting exactly where you want them to cause the most damage. Take from that what you will, it is the opposing argument to yours. If you still don't see them as useful stick to what you already play, thats the beauty of warhammer.
Yeah, Skrox units are one of those units that can go either way. If you use them to good effect, great. If not, use the points elsewhere. I'm glad others have found them useful. I've tried them once, had decent results, and may try them again, but it won't hurt my feelings if I cant find the points for them.
how does shooting against skrox work d, is it like rolling dices 1-3 kroxigors and 4-6 skinks or what?
when shooting at skrow you roll to hit then roll to determine what is hit, 1-4 is skinks, 5-6 is krox. I always run 26 skinks full command, 3 krox, accompanied by a skink priest and skink chief. These numbers give them effectively 10 x 4 unit, which is horde. I tend to use its speed to either flank charge or take on squishy units such as elf archers or most goblin units. Yours Aye Mixer
They could go in the second rank, if it was wide enough. A 10 wide unit of cohorts will only support 4 Krox before you have to put them in another rank.
to be fair its not really worth going more than 10 wide because unless your go into CC against another 10 wide unit the ranks on the extremitys wouldn't get to attack as they wouldn't be in base contact. Yours Aye Mixer