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AoS Solving The Long Range Problem

Warscroll
I'd say make it permanent on whatever they attack, succesfull or not the projectiles will presumably land vaguely near the target and break so it'l be annoying regardless of it being a proper hit or not.

In exchange, remove the rend of the projectile. Also lower their stats so they don't just outperform skinks, or make em significantly more expensive than normal skinks.

Also add in wary fighter.

This way they're a pure supporting troop that will do little damage, but can be a giant nuisance by constantly dropping -1 to hit on important targets that is very good at running away from any threat. It makes em perfect for goading an enemy into going after them.
Should the save be +5 or +6 , To Hit and wound be 5+ 4+ or 5+ 5+, Alpha?
 
Kroxigor Flingers questions?
 

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Warscroll

Should the save be +5 or +6 , To Hit and wound be 5+ 4+ or 5+ 5+, Alpha?
6+ save (same as regular skinks)
slings: 24" 1/4+/5+/-/1

Alpha gets +1 to wound.

Kroxigor are a bit too much a rip-off of the balista. They need something to differientiate them.
Also, I feel their melee profile is too weak. They're Kroxigor, not your usual artillery crew, getting into melee with them should be a fairly bad idea. That could also be how you differentiate them from other artillery, slightly weaker ranged attack in exchange for significantly better melee which means they won't require to be babysat as much as normal artillery as they'l hold on their own against the occasional assasin.
 
6+ save (same as regular skinks)
slings: 24" 1/4+/5+/-/1

Alpha gets +1 to wound.

Kroxigor are a bit too much a rip-off of the balista. They need something to differientiate them.
Also, I feel their melee profile is too weak. They're Kroxigor, not your usual artillery crew, getting into melee with them should be a fairly bad idea. That could also be how you differentiate them from other artillery, slightly weaker ranged attack in exchange for significantly better melee which means they won't require to be babysat as much as normal artillery as they'l hold on their own against the occasional assasin.
I finished the Skink Slinger warscroll. Questions? upload_2019-1-11_19-1-19.jpeg
But what do you think I should change or add to the Kroxigor Flingers, I was thinking of Drakebite Mauls for their melee but what else?
 
I finished the Skink Slinger warscroll. Questions? View attachment 50198
They look fine

But what do you think I should change or add to the Kroxigor Flingers, I was thinking of Drakebite Mauls for their melee but what else?
They don't need mauls, they don't need to be as good as normal kroxigor. Just mauling people with their claws should make em capable enough warriors

I'd say remove the short ranged variant of the ranged attack and give them an extra melee attack:
viscious claws: 2" 3/3+/3+/-/1

Also, add in the jaws special rule that normal Kroxigor have.

This way they provide significant ranged firepower, but are still capable in melee while the maul wielding variant is still a better melee fighting force.
 
They look fine


They don't need mauls, they don't need to be as good as normal kroxigor. Just mauling people with their claws should make em capable enough warriors

I'd say remove the short ranged variant of the ranged attack and give them an extra melee attack:
viscious claws: 2" 3/3+/3+/-/1

Also, add in the jaws special rule that normal Kroxigor have.

This way they provide significant ranged firepower, but are still capable in melee while the maul wielding variant is still a better melee fighting force.
So should I add in the Vice-like jaws attack with the claws? Btw I’m doing D6 attacks for the single Hurl (longer ranged attack) and taking out the shorter ranged attack. Also should I add the “energy transference” ability?
 
But what do you think I should change or add to the Kroxigor Flingers, I was thinking of Drakebite Mauls for their melee but what else?
Hmm 2 Suggestions:
  1. Change the ranged attacks to make it long ranged, parabolic throw, same range, +4 to hit (its harder to hit someone from afar calculating the trajectory and movement of the unit) and a short range, with 2 attacks (the kroxigor has two hands) similar to the olimpic discus throw or hammer throw. The first you can make it agains hordes, so special rule makes it like the ballista, but the second better make it against big monsters or single miniatures, with every 6+ to hit doing mortal wounds or 1d3 dmg (when wounds naturally, no mortal wounds and this) against solo miniatures.
  2. In C/C make the weapon be the hammers they use for throwing but grabbed, so 3" range, 2 attacks 4+,3+, rend -1 (let that inertia work miracles) damage 2. Pretty much the same as their counterparts, with half the attacks but slightly more range and SOME rend, but not as much as the shooting ones since its not a specialist close combat unit.
What do you think of these changes?
 
Hmm 2 Suggestions:
  1. Change the ranged attacks to make it long ranged, parabolic throw, same range, +4 to hit (its harder to hit someone from afar calculating the trajectory and movement of the unit) and a short range, with 2 attacks (the kroxigor has two hands) similar to the olimpic discus throw or hammer throw. The first you can make it agains hordes, so special rule makes it like the ballista, but the second better make it against big monsters or single miniatures, with every 6+ to hit doing mortal wounds or 1d3 dmg (when wounds naturally, no mortal wounds and this) against solo miniatures.
  2. In C/C make the weapon be the hammers they use for throwing but grabbed, so 3" range, 2 attacks 4+,3+, rend -1 (let that inertia work miracles) damage 2. Pretty much the same as their counterparts, with half the attacks but slightly more range and SOME rend, but not as much as the shooting ones since its not a specialist close combat unit.
What do you think of these changes?
I love your ideas,
For the longer ranged attack (30”) I will have: 1 attack, 4+ 3+, -2 rend, 1 damage, I will use your idea on a Hit roll of 6+ it does D3 mortal wounds and I will have a horde ability which does D6 attacks of the unit is 5 or more.
For melee attacks (1”) I will have: Vice-like jaws and another attack, claws.
 
@Burwinkelito ’s ideas make good sense. Note that the Olympic Hammer throw event is a weapon converted to sport. (Not sure what the original weapon was for...?)

Please call them Kroxigor Hammer Throwers (in preference to flingers — baboons and gnoblars fling things).

A unit like this represents a simple repurposing of equipment Lizardmen already have. The carved stones on short chains made for Terradons to drop are exactly what this proposed weapon is. Slightly longer chain maybe.
 
Another idea along the lines of repurposing existing equipment:

Take Small bolt throwers originally built for Stegadons, pass them out to Kroxigors = Kroxigor Crossbow Bearers (you could even give them Skink “spotters” to carry the spare bolts)
 
Also, add in the jaws special rule that normal Kroxigor have.

For melee attacks (1”) I will have: Vice-like jaws and another attack, claws.

Yes to all of the above. Any rule or stat that derives from them simply being Kroxs should be consistent and identical to official scrolls.
 
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Another idea along the lines of repurposing existing equipment:

Take Small bolt throwers originally built for Stegadons, pass them out to Kroxigors = Kroxigor Crossbow Bearers (you could even give them Skink “spotters” to carry the spare bolts)
That'd actually be neat. make the spotters and bolt throwers seperate units. Base stats of the bolt throwers are bad, seeing as kroxigor are well stupid, but the spotters can point out a target to shoot at giving it a massive bonus to hit and wound rolls. This way you can make them stupidly powerfull when they hit with the Obvious counter being take out the spotters. It also fits with our synergy focussed army.
 
That'd actually be neat. make the spotters and bolt throwers seperate units. Base stats of the bolt throwers are bad, seeing as kroxigor are well stupid, but the spotters can point out a target to shoot at giving it a massive bonus to hit and wound rolls. This way you can make them stupidly powerfull when they hit with the Obvious counter being take out the spotters. It also fits with our synergy focussed army.
So it is kind of like skink handlers to razordons... btw working on warscroll but I am getting on a plane rn.
 
So it is kind of like skink handlers to razordons... btw working on warscroll but I am getting on a plane rn.
It's a similar idea, but the spotters would be vastly more important to protect. Razordons still function without nearby handless. The kroxigor bolt throwers wouldn't be able to hit the broad side of a barn without the handlers telling them where to shoot.
 
It's a similar idea, but the spotters would be vastly more important to protect. Razordons still function without nearby handless. The kroxigor bolt throwers wouldn't be able to hit the broad side of a barn without the handlers telling them where to shoot.
Could you make the warscroll for the spotters and I will do it for the Kroxigor? Also what should the name of the Kroxigor be exactly? And primary ranged attack (the long ranged attack)?
 
You could even use regular handlers for the spotters.
In fact that would make Skink Handlers more useful and you wouldn't need another warscroll.
 
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