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7th Ed. who and when uses chameleon skinks?

Discussion in 'Lizardmen Discussion' started by johno, Aug 17, 2009.

  1. SlannOfItza
    Kroxigor

    SlannOfItza New Member

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    See, and thats what I want a cheap 60 point scouting unit to do! If it works that well against even 1 out of 3 people I play against its a golden egg for lizardmen. I've seen how well shooting from plain skirmishers helps, and I'm excited about play testing some chameleons.

    But with their lack of close combat I'm worried they can't kill a warmachine crew as well as terradons, cause they have to randomize hits.
     
  2. strewart
    OldBlood

    strewart Well-Known Member

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    Hmm very good arguments, almost makes me want to take charmeleon skinks rather than terradons.

    I think the main reason I did not like chars is because of their point cost per model. It is so easy to get hooked up in a cost per model analysis and what you expect the model to do. This thread clearly shows that the cost for the unit is actually pretty good for what they will do. I am still a little unconvinced that 5 skinks are going to be able to do enough to be worth it, but I will certainly give them a try now.
     
  3. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i'm thinking of getting some extra chameleon skinks that i can use to switch out with a unit of terrradons, so i'll have two special combinations to choose from base on the situation.

    4 terradons - 120pt
    4 terradons - 120pt
    4 terradons - 120pt
    6 chameleon skinks - 72pt
    or
    4 terradons - 120pt
    4 terradons - 120pt
    8 chameleon skinks - 96pt
    8 chameleon skinks - 96pt

    camo-skink
     
  4. SlannOfItza
    Kroxigor

    SlannOfItza New Member

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    Well that's alot of terradons and chameleon skinks... :jawdrop:

    I would probably only do 4 terradons, 6 chameleons, and then spend the rest of core and an EoTG or something...

    I guess it depends on who your fighting that determines the usefulness of chameleons over terradons, because terradons are obviously faster, can kill a war machine crew better, and well rolled drop rocks can kill a whole unit of fast cav, or such, better at bait&flee with hit and run.

    Chameleons, start closer, harder to shoot, cheaper then 3 terradons, pretty good with decent BS at slowly eating away at units without risking themselves in close combat, great at hiding and running through woods and such.

    I think personally that terradons are better at alot of stuff, but I like how well the chameleons survive without much attention, and I've seen poison do really well. Like I said though, gunna play-test both soon...

    :D
     
  5. slannfrog
    Cold One

    slannfrog Member

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    Very good thread you guys.

    After reading this I added a unit of 5 cham.skinks into my list. I can't wait to test them out. Being that I run an all infantry army I tend to use the cheap unit as march-blockers.


    camo-skink:
    I really think you are using to many points on terradons. One unit of 4 is more then enough. When you play in tournaments you might also get bad comps from the tournie runners and opponents.
     
  6. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i kinda need that many, since i have no suarus i rely completely on mobility. terradons give my all skink army a competitive edge.

    http://lustria-online.com/viewtopic.php?f=8&t=1975&p=15781#p15781
    as you will see in the link my army won't do as well without them.

    camo-skink
     
  7. slannfrog
    Cold One

    slannfrog Member

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    Very good camo-skink.
    I stand corrected. You do need thoughs terradons. Did you ever consider running on more EOTG?
     
  8. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i'm thinking about it, but i'd have to drop quite a few points which will slow me down a little wich is the last thing i need. though it would be great against slow moving and magic heavy armies.

    camo-skink
     

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