Well I'm wondering if people agree or disagree with me here. Personally Skrox units may seem good on paper, from what I've experienced I don't find them combat effective. The skinks allow to much combat resolution to be added up and the Kroxigors only being WS3 hurts when you're rolling to hit. The unit also costs as much as a Saurus regiment, but personally I believe they don't get the job done like Saurus.
Depends on the size of the unit (when comparing to saurus) and exactly what job you are trying to get them to do. If you are using them as line infantry, yeah they aren't very good. They will die easily against most things. However, do not forget that at M6 they are the fastest infantry in the game. The main line is not where you want them. They are arguably a match for most flanking units like fast/medium cavalry and even some of the larger weak flank protectors like skaven slaves or rat swarms. Yes they will fall flat to things like the doomwheel, varghulf, giant and such, but you can shoot them and distract them from the rest of your army. As a fask moving flanking force, they are very powerful. They are quick enough to get to the flanks, and hit hard enough that there shouldn't be any attacks coming back your way, and even if one or two come back you have +1 flank, negated their ranks, and +1/2 ranks of your own depending on how many you take. Possibly also outnumber if they are acting as the hammer for a saurus anvil at the front. I think statistics calculated a while ago suggested even chaos warriors would struggle to win against them. That is not all. The kroxigors cause fear. Its going to be very very rare that their fear will cause you to outnumber an opponent and break them, but remember it makes the entire skink unit immune to fear so you can charge undead with no worry. It also means enemies must pass a fear check to charge you or be frozen on the spot, and when you charge it could reduce them to WS1 giving your krox a big advantage attacking.
That's definitely an idea, I usually used them as flank protectors, not flankers, I didn't they had enough charge power. I shall definitely try to use them as hammer units in an upcoming game.
I've only played them a couple of times, but it seems to me that if you go skink high (close to 20 skinks) and use 1 or 2 krox, that you will get good results (as long as you make your leadership rolls-cold blooded ftw). Sure, they cannot turn, but they can wheel (isn't that almost the same). The unit is extremely fast too. The last time I played using them, a krox with about 18 skinks killed an Ork chariot and ork shaman on a boar. I was surprised. Just my 2 cents.
i agree with strewart. it really depends on what you're using them for. if you're using them as front line infantry then there's something wrong. these guys i find best in 11/1 skrox units. they are great warmachine hunters and they are still big enough for flanking support. most of the guys i play i try and go head on with their fast cavalry but the fast cav seem to run away from them. and its even better when the skrox unit draws in all the shooting. they are a great support unit but to have them fight another block is not their job. they are fast, use their speed and flank someone, run across the board and take out those warmachines, threaten those fast cav to ruin their plans, and even if you want, you could use them for redirecting if given the opportunity. but just remember, they are great on the charge, and depending on who, they are not that great taking a charge as most of the other units in our army. but you'd be surprised as to how long they can hold. but as of late, i've been testing out kroxigors without the skinks. i think that works better as a threat, but the skrox are still fun to play with because sometimes, the opponent doesn't even know what they want to do until its too late.
I use them as front line infantry, and as flankers, and as all-purpose infantry troops. Then again, my list is composed entirely of skinks, so I don't really have any other choice. Lately, I've been running a unit of 32 skinks with full command and no Krox, two units of 16 with 2 Krox, and a unit of 11 with 1 Krox. They all have their uses, but I have found that the 16/2 units are remarkably capable of fighting just about anything, especially if I can get the charge off. The unit can't really stand up to something like a heavy cav charge, but with a respectable 4+ save in combat and the Krox backing them up, my little skinks have done things other people wouldn't think was possible, including taking down a Bloodthirster.