8th Ed. Skrox Shooters

Discussion in 'Lizardmen Tactics' started by geoQuant, Apr 2, 2013.

  1. geoQuant
    Skink

    geoQuant New Member

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    i read the tactica and several posts that emphasize the skroxigor units in flanking, combat oriented roles. has anyone tried maximizing the front rank of skinks and reducing the kroxigor ratio for a more shooting offense? i am thinking 28 skinks and two kroxigor; 12 across the front row and two ranks of 4 skinks on the sides of each kroxigor.

    that's 20 poison javelin's for 1 to 2 turns. sure skinks will die, but you can move them up quick and your saurus shouldn't be too far behind. the unit should hold for a round or 2, right?


    anything illegal here? thanks for the help
     
  2. david l
    Chameleon Skink

    david l New Member

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    Why not just take skirmishers?

    Why would you expect it to hold against much? With only 3 ranks before casualties, it will rarely be Steadfast, and combat means LOTS of dead skinks causing a bad break test.
     
  3. Stonecutter
    Terradon

    Stonecutter Member

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    Actually, I use my standard krox in this manner quite frequently but there are two caveats I would add before recommending it. First, run 3 krox to maintain 3 ranks (+2 to combat resolution) and second, only reform and shoot when the skrox are not likely to be flanked or hit by multiple enemy units. While the shooting is definitely a 2nd tier role for the skrox, being able to pump out ~40 poisoned shots before combat can make a significant difference in terms of stripping a rank or more of enemy troops so that at the end of combat the skrox unit is steadfast. Here are a couple instances where I have found it working effectively:

    1) 4 to 5 ranks of weaker infantry with T3/S3 stats with low armour save (clanrats, gobbos, Empire, spear elves, marauders (if anyone fields them anymore!!), etc.) The shooting eliminates at least one rank while the skinks and krox can almost guarantee the unit will be below 3 ranks by the end of combat, thus keeping the skrox steadfast. Minimizes the number of dead skinks from combat by attrition prior to getting into contact.

    2) Elite Infantry - elites such as WoC, high elf SM/white lions, executioners, etc. are so expensive that every casualty hurts. The shooting can usually reduce their numbers enough that the skrox can hold out for 1-2 turns with steadfast, thus allowing a supporting flank charge by TG, steggie, etc. Obviously, the shooting is more effective against the lower AS troops but enough volume of fire even on WoC will often bring some decent results.
     
  4. geoQuant
    Skink

    geoQuant New Member

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    stonecutter:
    really helpful suggestions. with 28 skinks and 3 kroxigor, that would be 10 wide and 4 deep, right? i could afford to lose 10 wounds and stay steadfast to just about any unit, besides other hordes/swarms. that's also 14 poison shots at no penalties for movement.

    a viable anvil, considering the range of units that you suggested it being effective against.

    add full command and this unit is still cheaper than 24 saurus + command.

    can a kroxigor be upgraded to an ancient if it is part of a skink unit?
     
  5. geoQuant
    Skink

    geoQuant New Member

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    actually 3 krox and 28 skinks is 25 points more, but with two krox it is 20 points cheaper; compared to 24 saurus
     
  6. Stonecutter
    Terradon

    Stonecutter Member

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    The skrox's krox cannot upgrade but the champ isn't worth it even on a pure krox unit IMHO. I also run my skrox 24 + 3 with standard and musician which brings them in just under 300 points, about the same as 24 saurus with FC. This allows a very compact 6 x 6 formation which is very mobile and optimal for flanking, gives the +1 for standard to combat resolution plus the very important ability to swift reform so they can move and shoot (effectively giving them an 18" range). The shooting formation is generally with a frontage of 12 to yield 18 shots & 3 full ranks and while it could go slightly wider, it becomes somewhat cumbersome to do so.
     

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