I have read a lot of positives and negatives about both of these units, but it seems that they are best used as flankers. I really like the look of both of them and would like to include at least one of them in a 750 or 1000 point battle. I could either go the 5 CoC or the 2 Kroxigors and 17 Skinks, both units would be the exact same number of points (if i added that up correctly). I just wanted to know which unit you guys thought would be the better option overall?
I would go with the Skrox. The CoC just do not pack the punch that they should unless you take 10. At least with the Skrox, they cancel ranks when you get a flank charge. The CoC cannot do that unless you have 10. Also, the Skrox unit is immune to fear (causing fear itself), stomp, and spells that target infantry (because the Skrox unit is unit type unique).
Those last couple points are shared by the COC too, immune to stomp and fear. Stupidity is a big negative, count on failing that roll once a game. They do have a smaller foot print which is a plus if there is heavy terrain
I haave done the odds. it once every other game if they never reach combat, you don't have to test if you are in close combat.
I'm running with 10 CoC personally. I will say they are more expensive than a 24/3 skrox unit but they don't give away combat resolution by the fist full. I also like the aforementioned smaller footprint/improved meneuverability. My last reason is that I don't want to paint any more skinks, lol. I do like that the skrox unit can be steadfast (however briefly) and the poisoned attacks of the skinks are a small bonus.
I'm confused on why the Skrox can stomp still, if they are supporting from the 2nd rank....someone splain please?
Also worth pointing out that the skrox can't have a magic banner. CoC with banner of flame will take care of hellpit abomb or trolls quite handily, especially if you have lore of light and get them striking first on the charge. Razor banner might also give chaos warriors some headaches.
They can't stomp for the reason you stated. The stomp immunity comes from the FAQ. Using the unit sizes mentioned by OP, both are viable to me. CoC are more likely to survive shooting attacks and hit quite hard if they get to charge. 10 S5 attacks at WS4 is painful. Not to mention the Cold One attacks.
CoC definitely. I mean, its a dinosaur riding a bigger dinosaur. It doesn't get any better than that. All jokes aside, I much prefer CoC just because of the size of their footprint. I really hate it when I have a really fast unit but I cannot maneuver it because its too bulky. Perhaps I should add the fact that I mainly play against WE and they can move trees...
Worth noting that CoC will take dangerous terrain tests when they hit water. Skrox are aquatic, so they won't even take one on marsh. CoC can also pursue/charge further with swift stride, and their armour save is great. I think they're both equally good flankers, and it's all about the situation. Sure the CoC are overpriced, but whatever, use the right tool for the right job. If you're taking on knights, want to negate ranks for cheap, or static combat res is likely to be a big issue, send in the skrox. If you want to run under a hail of enemy missile barrages and come out smiling, and then burn through a weak support unit, then go CoC. I guess the way I'd use CoC would be to sweep the flanks clean by themselves, rather than using them as frontal/support charges in the middle. For hammer/anvil tactics, I'd go skrox. </babble>
yeah i definitely can see how you would choose one or the other depending on the terrain or more importantly the opponent. Could it ever be advantageous to separate the 1 unit of 2 kroxs and 16 skinks, into two units of 1 krox and 8 (or possibly a few extra) skinks. That way you could flank two separate units or use one to flank and the other to take out a war machine or something like that?
Having them as two units might also have an advantage if it is a game where claiming table quarters matter. Sending the big lads out to break stuff while the skinks lurk behind a hill to secure/contest a quarter seems a solid idea. It is also a solid meta game tactic I think to have two 10man skink blocks just so that you have some throwaway drops before you start deploying your good stuff.