This might be a good idea, it might not. I think it would be effective to put a unit of 10 chameleon skinks plus a skink cheif BSB with the Sun standard of chotec and put them at about 8 inches away from a dwarf gunline screening the rest of your army so they can flank? I mean, they get -2 from standard and another -1 for being skirmishers, with the dwarf BS of 3, this means they need 7s to hit, and with the skinks being within 8 inches, they march block also! Anyway, let me know what you think!
Your opponent would be hitting on 8s actually (-4 to hit: -2 from the banner, -1 for skirmishers and -1 for Chameleons) unless your talking about thunderers (who get +1 to hit). Dwarfs have this special rule saying that they can't be march blocked,
oh yeah! even better...forgot about the chameleon rule... The march block was just another added bonus, not the real intention of the thought (the screening was) with movement 6, they won't be going far anyway.
Dwarf player just turning his organgun and laught... artillary dice number S5 AP auto hit... or send his gyrocopter to hunt them down with his steam gun...
I didn't think of those, as the dwarf players I play don't use any organ guns or gyrocopters!!! Besides, I think I'd rather have him be forced to turn his organ gun on them, then my unit of TG + slann, or Cold one cav, or stag units tbh.
Dwarf gunline army without organ gun ? interesting... and if he don't turn his organ gun to chamelons he can only shoot at stagedon, because of the temple guards & coldone cavalry behind a nearly shooting invulnerable chamelon screen... is he use Anvil of the Doom ? he can use anvil's d6 S4 auto hit ability if you take damage from that ability your skinks cant march... For Dwarven army there are a lot of ways to damage your coastly chamelon unit... but if your enemy dont use Organ gun or Anvil of the Doom in his Gunline army this unit can makes wonders... By the way, Master rune of Challange is a another good way to hinder your tactic with chamelon...
War Machines beside Bolt Throwers don't roll to hit. Im not sure if you should have your expensive units exposed to his machines..you should know you will lose them in one shooting phase. When machines are able to shoot at anything else than skinks.. they sure will do so.. Well Flame Cannons and Organs perhaps not since they will wipe the unit in one blow. You are damn lucky that your dwarfs don't use Organ guns.. they are evil and should thrown from a cliff. Best way to get those War Machines down are Terradons and skirmishers. Cheap and effective. Skirmishers are maybe not that hard.. but they are with many. You can always get some Suicide Saurus to take some out. Which reminds me.. i have to paint black belts on my skinks.. A dwarf taking a Gyro against LM? I would love to get those VP.
yeah he doesn't use an organ gun, because he doesn't have a model at the moment. I didn't consider war machines an issue since I'd have terradons to deal with them, but I get your point. Also, if he is on a hill, he can shoot over them anyway, so it completely ignores the screen. For that matter, It would actually be very effective against elf bow lines right? IIRC, they don't have any big war machines, I know DEs only have the bolt thrower and bows, and wood elves only have their bows, don'thave a high elf book, so don't know about them.
Elves don't really got Machines beside Chariots/Bolt Throwers. But since Bolt Throwers require a roll to hit.. you will be able to abuse your Chameleon ability. But is the Skink Chief able to use the Chameleon ability? A Chameleon hero would be so sweet.. (Special Characters don't count) Your only problem then is Hills.
High Elves and Dark Elves use magic and Dragons (template weapon) for auto hit things... Gyro is a example (for template weapon which can nagate the chamelon combo) ..
Just got to remember though, chameleon skinks are more fragile in hand to hand than elf archers... playing elves in that situation I'd simply charge with an archer unit... then you have to flee and the annoyance is removed. If you think about what happens when a 10 long unit charges in... they'll all be getting attacks off against your T2 skinks and rack up the kills. And the archers are going to be much cheaper than chameleon skinks so this is not only worth the risk and likely to succeed, but it is also the only counter-move available to you. Against warmachines it should work out fine, as they won't be charging you.
I believe they can join the unit, just some limits to it; if the chameleons scout the character can't join them unless he too has the scouting ability. If you deploy the chameleons as a part of your main deployment there shouldn't be any trouble either. Or you could just walk him up to the unit during the game and have him join them