1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

7th Ed. Skroxigor Unit Tactics

Discussion in 'Lizardmen Tactics' started by Sebulba, Jan 20, 2010.

  1. The Hunted
    Carnasaur

    The Hunted Active Member

    Messages:
    1,011
    Likes Received:
    137
    Trophy Points:
    38
    I have used them just for this. Run up the flank with some skirmishers/terradons who flew over, chameleons scouting ahead...stuff like that. They can really annoy and hold up your opponent. Even fast isn't that likely to race that flank fast/unscathed.
    They do often survive, because opponents have better things to focus at (Saurus!!). Once in CC, skinks go down at an alarmingly rapid rate. 1-2 combat rounds is all you want, after that: your pretty much done for.
    Anything with lots of attacks will smother this unit very fast, but that's what fleeing is for, eh?
    Just remember your krox in there causes fear...


    Indeed. You only count the kroxigor's unit strenght for fear/outnumber.

    The Hunted
     
  2. JohnMavrick
    Troglodon

    JohnMavrick New Member

    Messages:
    684
    Likes Received:
    113
    Trophy Points:
    0
    I used a Skrox unit of like sixteen skinks and two Krox in a tournament once...I intended to use them as flankers (what I interpret as their primary role). By the end of the tournament (it was a small local one, not a big serious event) I had a win, a loss, and a draw. In each game the Skrox had gotten their scalie hides handed to them on pikes without much return.

    I'll never take them again...
     
  3. The Hunted
    Carnasaur

    The Hunted Active Member

    Messages:
    1,011
    Likes Received:
    137
    Trophy Points:
    38
    They do require a certain kind of finesse.

    If faced with a (much) stronger opponent. Consider them as a redirector. So, flee the charge, or hold at an angle if you cannot get out of charge range. They can actually kill something as a redirector.

    If faced with an almost equal opponent. Make a calculation:
    --What is that unit's role on the battlebield? What do I want my Skrox to do? (Primary and secondary roles come into play). And also, what is that units points cost.
    So, you have to weigh all those factors in the battle and how things are fairing.
    Then the decision:
    Do I hold them back and force a stand-off for a turn, maybe 2?
    Or do I charge in and go for broke.

    If faced with a weaker opponent (opponents skinks, small pack of giant rats, (very) depleted units. Simply charge them. You do have to watch out for HIM redirecting YOUR skrox. But that is a quite easy assesment.

    Bottom line, do NOT move forward as you do with saurii. Saurii is a very effective blunt weapon.
    Can take a hit, and wil strike back.
    Skrox is more of a (throwing) dagger. You have to wait for the right moment, and if that moment does not come: hold the dagger in your pocket.
    I hope you find this usefull.

    The Hunted
     

Share This Page