How about a unit with 2 krox, 5-wide, whose sole purpose is hunting chariots (and other things reliant on impact hits)? The impact hits get spread out still, mostly killing skinks, and you are at least getting steadfast against them. I think the best thing about them now is that the skinks are basically a ward save for the krox against shooting, magic missile hits, and impact hits. They are nowhere near as good now, but I think they still have a somewhat useful role against units reliant on impact hits. If you imagine a unit of skrox going up against a stegadon, you have a decent shot of winning, since you'll only have to worry about 1/3 the impact hits and 3 attacks from the creature. Although those D3 wounds on impact hits could really swing things... maybe stegadon is a bad example...
On the can only attack Kroxigors, the issue is that the way it was written was ambuigous and probably needs an FAQ to clarify. There are a couple of reasons why the term "can" is permissive (you can attack the krox only if ....) rather then mandatory (you must attack the Korx). 1. Close combat attacks in the form of stomps and thunderstomps are resolved against the skinks in the spawn kin sperical rule, which would be an exception to the rule if mandatory. 2. Wouild special close combat attacks caused by impact hits and close combat breath weapon attacks only hit the Krox? or be distributed as shooting? (hit Krox on a D6 roll of 5 or 6), or be resolved against skinks? The spawn kin special rule clearly says that impact hits are resolved in the same manner as missile (shooting) attacks (hitting Krox on a D6 roll of 5 or 6 and skinks on a roll of 1 to 4) suggesting that the language is permissive for "targetted" close combat attacks and all attacks distributed as shooting are resolved using the special shooting rules. Skrox are not horrible only because the lower cost of Krox and +1S of the Krox works well in certain special situations. The Krox count as two ranks, not one, under the special rule which tends to allow for steadfast. I think that the idea of running a unit of 10 skinks with or without the poison upgrade with one Krox has a lot of merit as a unit focused on a suiciide monster huntiing mission and redirection/chaff due to the Krox increasing the LD of the skinks (so that they don't flee a charge by a terror causing model and don't fear in combat) and hitting power of the skinks while the skinks get poisoned shooting (move and shoot within 12", stand and shoot and take the charge, and then posion attacks again. A unit of this type could also act alternatively as a bunker for a skink priest (scroll caddy and lore of beasts) with the benefit of speed and allowing restraint of pursuit for units with the PF special rule and +1 LD of the Krox relative to the skink priest or a skink chief. It is also effective against a steam tank and heavy cav with the high S of the Krox having S7. A special Skrox core horde unit when special characters are allowed with Tetto'Ekko could be very effective. Tetto is one of the few special characters worth playing in the new army book with loremaster Heavens, lvl 2, palanquin in second rank of skink cohort unit fitting with Krox to protect it in that rank, Herald of Cosmic Events special rule, Arcane Vassal ability, and Eye of the Old Ones (free vanguard move for up to D3 units). The Krox provide a lot of hitting power, +1LD and protection from fear and reduced potential of terror in combat to the unit. With 4 Krox+ Tetto and min of 32 skinks, the units would start out counting as five ranks + 2 skinks for a base cost of 390 points with full command. Lore of Heavens augment and hex spells have good synergy with this unit (Curse of Midnight Wind nerfs units targetting the Krox and rolling armour saves against the Krox attacks; Harmonic Convergence ensures Krox hit at a greater rate, wound at a much greater rate, and successfully roll their armour saves; Iceshard reduces the number of hits the unit takes from shooting and in combat).
Stegadon thunderstomp is another problem. 3 krox will do 9*(3/6)*(4/6) = 3ish wounds to the steg. You get ranks and banner. Stegadon gets impact hits (3ish wounds), steg attacks (2ish wounds), crew attacks (which will kill 2ish skinks), and thunderstomps (3ish wounds). You will probably lose combat by a lot, but at least you'll be steadfast.
If I was going to run Skrox now I would prob use the front rank for krox and fill up behind them with skinks for combat res. you get your stomps... stop stomps and thunder stomps and any extra attacks you get from buffs you get to make.
Agree , i mislead myself into this by poorly reading during work ... therefore im taking this action on me
The "You killed my father" could cause some fluff issues with the whole spawning pool thing. Just saying. SoB
I had planned to put the Skrox units on the side during this edition for all the reasons the OP posted but after seeing Caneghem's suggestion I think I'll still run a small unit of Skrox. Chariots are quite popular in my community so the unit will always have something to engage. Plus it'll give me a chance to throw them into different situations and see what works (hopefully I'll be pleasently surprised). I don't own many Krox models (so expensive!) so I want to use them mostly on Krox units (which are amazing now with a cheap hand of glory) but luckily I can still have a 16/2 Skrox unit.
Having read over the rules a bit more, I have come to believe that only the front rank of a unit my target the Kroxigors in the Skrox unit, not supporting attacks. This provides for an interesting decision when choosing what to target, because most units will not put out enough damage to take out a single Kroxigor from the front rank alone. Do you guys agree, and what benefit do you think this gives us if it is true? Ray
Agree. Models providing supporting attacks aren't in base contact with any skinks at all, and so they cannot attack Krox. The benefit is fewer attacks on Krox means more chance of them hitting back with their Strength 7 attacks.
Imo when do you want to use the str 7 attacks? when hunting high toughness and / or high armor save units. That sounds like monsters, cav or monstrous cav to me. Monsters will be able to target the Skrox, and the front rank of a skullcrusher unit will put plenty of hurt on the Krox still, so more useful against regular cav? Then regular cav is not that popular in 8th ed. I am not saying that is their only target, it just seems tougher to justify fielding them...Especially seeing that the monster will still thunderstomp against the unit as well. So playing it to soak up stomps and shooting only? Meh
(from the rulebook)Supporting attacks are made against models in base contact with the front rank model that is being fought through. Pretty sure that means that supporting attacks can hit the krox.
That means the supporting attacks can only target the skinks the front rank is in base contact with. They cannot attack the skinks the front rank is in contact with AND the kroixgors the skinks are in base contact with, that the front rank is also in contact with. You have added a whole new "in base contact with" statement that is not actually in any rule book, BRB or AB.
this unit just gets wierder and wierder. wish they just would have stuck with the way it was last edition. that worked fine
Agreed that they should have left it alone, and also agreed that they need to FAQ this soon! Until they do, we are playing with the old book and I'm not buying the new, crappy, obviously rushed piece of crap book with the missing artwork and new units that don't seem to be really worth taking.
Against most Monsters (but not 1+ AS Monstrous Cav), giving Poison to the Skinks in the unit means that you can do damage no matter what the opponent attacks. Of course this can make the unit too expensive for its role ... Agree with the general consensus that the unit has become worse and the rules are a bit of a mess. GW should have left it alone -- if it ain't broke, don't fix it.