Do you guys use them much. Out of all my lists i havent thought about them once they just dont seem to be worth it to me. Cause for the skinks you can get 2 skinks for 1 chameleon. And the Jungle swarms only seem good at holding a flank or something. Do you guys use them at all?
I used to take 6 jungle swarms in every list of 2k and above, and they NEVER let me down. Unfortunately in 7th ed they got a bit nerfed and now I don't take them, but they still have their uses, albeit slightly more limited. Chamo skinks have always been good. People don't think they look very good on paper, but in reality they perform remarkably well.
Yeah i heard they got nerfed badly, i just started palying recently so i dont know how they used to be in the 6th edition. Yeah i dunno i might try Chameleons later on but maybe when i got some more time and games in.
The issue with Jungle Swarms, is that, like Chamo Skinks, they have become a tactical unit. Although Warhammer is won by the amount of combat resolution, the game is normally determined in the movement phase. While Jungle Swarms are not the massive tarpit that they used to be, a small unit (1-2) can do wonders in a game. There small frontage means that they can normally squeeze through enemy units and redirect charges more easily than other skirmishing units. Although they cannot bait and flee due to them being ItP, they can easily charge units in an awkward position (the flank of a a single ranked light/heavy cavalry, beast herds, skirmishers, the flanks of chariots, etc.) and hold them for one or more turns than a skink unit. This fact means that parking 1-2 jungle swarm bases on a flank or in a terrain piece will cause your opponent to either underestimate and get a unit stuck (and marchblock surrounding units), or overestimate and allow you to grab the initiative with your mobile Lizardmen army. Keep in mind that VC players still took batswarms even when they became undead, and our swarms have poison . Chamo skinks, as has been discussed in a previous thread (in fact I believe both of these units have been discussed in previous threads), will not kill much but can ensure that you marchblock the opponents most important units from the beginning. The fact that you can marchblock from turn one and survive enemy ranged fire (a -2/-3 in the open, and you will normally be in woods or some other form of cover) guarentees that your opponent will have to direct a disproportionate amount of force in order to deal with the chamo skinks.
Is it worth it to bring just 5 chameleons to keep them cheap? But they steal a kroxigor's slot. Ooooor maybe I'll try them instead of terradons next game.
Untill recently, my 2 jungle swarms had never killed anything. But a few days ago. I was in a 1000pt battle with WE, he had a hero on a stag that charged my jungle swarms. The survived the charge and killed the rider that turn. The next turn I killed the stag. Jungle swarms will kill most things with no or a small armour save.
Indeed, you may actually be suprised how effective they can be in certain situations. Although I am in no way advocating an offensive use of jungle swarms, the WS 3 is a great boon against many of the low WS units (for example I have used my swarms to great effect clearing out the skellies raised in my rear vs. VC....mmm WS 2 low armor)