Cold One
PurpleandGold
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Ive heard a lot of talk about both on this forum and have neither so I was wondering which is a better unit?
they cover different roles.
Rippers excel in assassination and Alpha strike. You point them toward the target you want to kill and release your glass cannon.
chama skinks may help in assassination too, but they are more a harassment unit, and also great objective grabbers. A great support.
I think Chameleons are better if they can take cover. But numerically I think Rippers have the lead.
I have a question : How does this point system work ? I am not sure I get the hang of it/
Also : In GH1 I LOVED my chamos. I literally never left home once without 10 of these lovely fellas. However, now with the GH2 teleport, I haven't used them once.
Main reason : My beloved - for real, they are the unit doing awesomely all the time and ALWAYS feel as if they worth 100 - 150points more in "battle value ". For 120 points I have 3 of those - with a 3+ in cover and 4+ outside it - way better than Chamo on save.
6D6 attacks - that will get better in a round after or if rolled a 6 on tp.
Wounds : they got 9, not 5. Not to even mention the 4+ triggering ability.
Razordons for me are performing great to the point that I am seriously scared of them getting more expensive in the next point update![]()
Divide points spent on the unit by the total wounds dealt by a unit, or divide points-per-model by wounds dealt per-model. Similar for the wounds. I forgot that the cover bonus for Camo skinks is absorbed into their 3+ save. They're not quite as durable as my post indicates.
EDIT: I like to calculate the points spent per attribute, as it's a much more level and competitive way to look at a unit. It also makes it much easier to compare different units. Skinks are a lot better than they look on paper. They can deal as much damage as other dedicated line infantry when you approach it from, "What's the difference between 100 points of Skinks, and 100 points of X?"
I noticed some of those effects with a unit of three Terradons. My opponent was so scared of their bombs and their potential mortal wounds that he split his forces and attacked them with over 300 points of Ironjawz. Meanwhile I smashed the rest of his army with a Firelance...There's 1 major issue with this approach though, and it's an issue that pops up with a lot of theorycrafting. It tends to be done in a vacuum looking only at one aspect. E.g. skinks might have the absolute best point/wound ratio in the game, but that doesn't mean a 100 points of skinks are actually going to beat a 100 points of X. For example taking the chamo's and rippers here; in a straight up fight (and also a point comparison) the rippers will probably win decisivly. However, in an actual game the chamo's are liable to regularly outperform the rippers. Those rippers are a major threat, they'l be focussed the moment they get in range of enemy attacks, they're unlikely to survive more than a single round. Chamo's on the other hand are not all that threatening and an opponent can be tricked into ignoring them in favor of bigger threats, especially given how relativly difficult the chamo's are too kill. Then after a couple of rounds of essentially free shooting your chamo's have suddenly done far more for you than those rippers would ever manage in their one grand dive. Just looking at the theoretical most cost efficient ways of play tends to miss fun tricks like this. Similarly it tends to ignore ease of use, or different playstyle (the amount of guides for things I've seen that claim X is optimal failing to notice this is only the case if you use the exact playstyle mentioned in the guide is hilarious, the moment a single variabel is changed the entire guide falls apart)
Back on topic; Rippers are best if you desperatly want to kill that one thing, though that requires a shadowstrike host to really work (or summoning). If the rippers can't drop directly on top of your enemy they're far too liable to just be shot to pieces before reaching your opponent as they're a high threat that's fragile and thus have a giant bullseye painted on them. Chamo's on the other hand while lacking the raw firepower have the advantage of being just minor and just sturdy enough to be ignored or forgotten (which does rather fit with the whole theme of them); which can lead to situations where your opponent ignores em in favor of other higher priorities and after a couple of rounds they will eventually start taking their toll on the enemy. They're especially nice to soften up a target or finish off wounded key-target. For them to become a proper threat they really need to be fielded in larger groups thoughas 5 of em only deal about 3 wounds/turn on average and similarly they don't have that many wounds so when focused they do drop like flies. They're much like the guards in that aspect, they could stand to use some baseline buffs, though unlike the guards chamo's at least can reliably fullfill their rol with their current base stats
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I think of it like this:
With their ability to appear literally anywhere on the table it is next to impossible to prevent Chameleon Skinks from taking a shot at a support hero. Hilariously if that hero is on a Balewind you can probably fit a unit of the skinks right up there with their target - it counts as cover which is just where they want to be. The damage output is less spectacular but if you want massed damage you need to invest in more of them. Their ideal target is a squishy 5-wound hero preferably with the Chaos Daemon keywords (e.g. Gaunt Summoner).
Chameleon Skinks do have some other tricks - like appearing in combat with the far end of an opposing horde which is strung out so you can then charge the nearest end and being pinned at both ends prevents them from piling in. They are an expensive unit but do still have some unique utility, I think they remain fair enough for their points without being an auto-pick. Conversely the psychological effect of having Shadowstrike Rippers standing by can push your opponent into deploying excessively defensively which hands you the initiative in the game.
Holy crap, if Balwind also counts as cover people will go insane. It is apparently already banned from some tournaments because it is too strong, and that would just be the icing on the cake.
(EDIT: In fact I am in a discussion about its OP-ness or not, right now, over at the TGA forums)
That being said.... it is a piece of terrain. A unit fully on or within a piece of terrain receives the benefits of cover.... Hmmm.... I don't see how that summoned scenery should be any different from, say, a summoned Sylvaneth Wyldwood, which definitely grants cover bonuses.
Even without crouching, he could just make the tornado sway back and forth at irregular intervals making aiming a painYeah, also the wizard on top can just crouch down on his platform so even without the winds archers from below might not hit him too easily.
Hmmm yeah I guess he has control over it to a certain degree.Even without crouching, he could just make the tornado sway back and forth at irregular intervals making aiming a pain![]()
Meh, if he has no control over it all the better, even less predictable to aim atHmmm yeah I guess he has control over it to a certain degree.
Holy crap, if Balwind also counts as cover people will go insane. It is apparently already banned from some tournaments because it is too strong, and that would just be the icing on the cake.