Woutah said:
okay, thanks for the advice guys
but, are krox/skink units also useful?
I find Skrox useful for flanking, just like the regular Krox. The difference is you get a 4+ ward save for the Krox essentially vs regular shooting, much like the skinks on the Steggie. This is because shots will most likely hit and kill a skink rather a Krox.
The downside is that in combat, the skinks drop like flies and the combat res bonuses grow fast for your foe. In the front, unless you roll amazing, you will most likely break against a big block with full command, but on the flank and with supporting charges you should do well.
I fielded a 3xKrox & Skinks unit once and took on Night Goblin spears head on. The skinks absorbed most of the fanatic hits which was nice (due to the randomized hits) and the Krox were able to cut down almost 9 gobbos. They got a few kills back vs the skinks, and with ranks command, etc, we drew the combat, and luckily I held. Second round the gobbos took out almost all the remaining skinks, and even though I pulled off about 9 more wounds on the gobbos, I still lost, and then broke this time and got run down.
I don't think I would run the combo again. If it was just three Krox, I may have lost one to a fanatic, still pulled off 4-5 wounds and drew, for less points spent on my end. I had made that a 4 krox unit and rolled average I would have won and probably broken him.
The last point in this long winded post is that you also get the benefit of a stand-and-shoot reaction with poisoned javelins, though this is isn't that incredible, but if the dice gods favor you, then it could change everything.