Chameleon Skink
camo-skink
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Chameleon Skinks
Preface
To start, I would just like to say how excited I am to make this tactica. As some may already know, I am a huge proponent of skink, and my favorite being chameleons. Feel free to comment on this, and supplement it with post on anything I might have left out. I hope it is of use.
Chameleon Skinks
Chameleons are light, mobile troops. The elites of skinks; they excel in getting close to and firing upon enemy units. Despite their lack of armor, the have a large pool of abilities at their disposal to counteract this short coming.
Pros and Cons
Pros
- Scouting
- High movement and ballistics skill
- Lake, river and marsh strider
- Poison hits and double shot
- 24" effective range
- (-2) to hit when being fired upon
Cons
- Relatively high point cost (this is open of debate)
- Restrictive units size (5 - 10)
- Poor combat capabilities
- No armor or ward save
Basic Uses
Chameleon should target low armor units, war machine crews and lone characters (primarily wizards.) Also great for taking out high toughness units with low armor. Should avoid combat against most troops.
Sniper - Takes full advantage of the Scouting ability, and excels in the early game. A sniper unit hunts down high value targets such as war machine crews, wizards and other lone characters. Should prioritize the target and avoiding casualties, meaning use of terrain is often critical for shelter. Units deploy and remain behind enemy lines for the majority of the game.
Harasser - As their name entails, harassers are meant to be a thorn in you opponent’s side. Scouting allows for march blocking in the early game. They can deal more damage than the regular skink, softening up large block, and at times diverting their attention. Ease of use of terrain allows them to chase down target units quickly. A harasser unit deploys near the main force and trails behind them the remainder of the game.
Ambusher – This use of chameleons relies heavily on use of terrain. Deploying near the flanks, they target fast cavalry, skirmishers and shock troops attempting to come around the edge. The priority of an ambusher unit is to neutralize these threats. Large units work best for this; they wait within terrain until they are in the enemy’s flank arc (so the cannot be charged), and fire upon them until they break, are destroyed or can no longer cause harm. In desperate situations ambushers can charge, but it is not recommended.
Unit Size
Generally speaking in terms of unit size, the more chameleons the better, until points become an issue. More chameleons mean more shots and higher survivability. The downside to this is they become a high value target that is rather easy to kill in combat. Here is a chart explaining the pros and cons:
5 - 6 - A small unit with relatively few shot. Cannot take too many hits, but it is not likely many will be directed their way. Good snipers since the enemy's focus will be elsewhere; not enough shots to do enough damage while harassing, but still able to march block. To few in number to stage a solid ambush.
7 - 8 - A medium sized unit that is well rounded (and my preferred unit size.) All-purpose, they do not excel or fall behind in any one area.
9 – 10 – A large unit that can do a fair amount of damage in the shooting phase. Good for harassing large units, and excellent ambushers; can snipe, but should avoid open space when being shot at by war machine. Should avoid combat at all cost, more so than others, being a high value target.
Upgrades
Chameleon Skinks only have one unit upgrade, which is a stalker. With only a +1 increase to ballistics skill, it generally is not worth it. Characters can join a chameleon skink unit, but do not receive the -1 to hit bonus, and since they do not have the scouting ability, cannot join them in the start (except Oxyotl.) If you decide to do this, the stalker can be of use.
Cheers,
Camo-Skink
Preface
To start, I would just like to say how excited I am to make this tactica. As some may already know, I am a huge proponent of skink, and my favorite being chameleons. Feel free to comment on this, and supplement it with post on anything I might have left out. I hope it is of use.
Chameleon Skinks
Chameleons are light, mobile troops. The elites of skinks; they excel in getting close to and firing upon enemy units. Despite their lack of armor, the have a large pool of abilities at their disposal to counteract this short coming.
Pros and Cons
Pros
- Scouting
- High movement and ballistics skill
- Lake, river and marsh strider
- Poison hits and double shot
- 24" effective range
- (-2) to hit when being fired upon
Cons
- Relatively high point cost (this is open of debate)
- Restrictive units size (5 - 10)
- Poor combat capabilities
- No armor or ward save
Basic Uses
Chameleon should target low armor units, war machine crews and lone characters (primarily wizards.) Also great for taking out high toughness units with low armor. Should avoid combat against most troops.
Sniper - Takes full advantage of the Scouting ability, and excels in the early game. A sniper unit hunts down high value targets such as war machine crews, wizards and other lone characters. Should prioritize the target and avoiding casualties, meaning use of terrain is often critical for shelter. Units deploy and remain behind enemy lines for the majority of the game.
Harasser - As their name entails, harassers are meant to be a thorn in you opponent’s side. Scouting allows for march blocking in the early game. They can deal more damage than the regular skink, softening up large block, and at times diverting their attention. Ease of use of terrain allows them to chase down target units quickly. A harasser unit deploys near the main force and trails behind them the remainder of the game.
Ambusher – This use of chameleons relies heavily on use of terrain. Deploying near the flanks, they target fast cavalry, skirmishers and shock troops attempting to come around the edge. The priority of an ambusher unit is to neutralize these threats. Large units work best for this; they wait within terrain until they are in the enemy’s flank arc (so the cannot be charged), and fire upon them until they break, are destroyed or can no longer cause harm. In desperate situations ambushers can charge, but it is not recommended.
Unit Size
Generally speaking in terms of unit size, the more chameleons the better, until points become an issue. More chameleons mean more shots and higher survivability. The downside to this is they become a high value target that is rather easy to kill in combat. Here is a chart explaining the pros and cons:
5 - 6 - A small unit with relatively few shot. Cannot take too many hits, but it is not likely many will be directed their way. Good snipers since the enemy's focus will be elsewhere; not enough shots to do enough damage while harassing, but still able to march block. To few in number to stage a solid ambush.
7 - 8 - A medium sized unit that is well rounded (and my preferred unit size.) All-purpose, they do not excel or fall behind in any one area.
9 – 10 – A large unit that can do a fair amount of damage in the shooting phase. Good for harassing large units, and excellent ambushers; can snipe, but should avoid open space when being shot at by war machine. Should avoid combat at all cost, more so than others, being a high value target.
Upgrades
Chameleon Skinks only have one unit upgrade, which is a stalker. With only a +1 increase to ballistics skill, it generally is not worth it. Characters can join a chameleon skink unit, but do not receive the -1 to hit bonus, and since they do not have the scouting ability, cannot join them in the start (except Oxyotl.) If you decide to do this, the stalker can be of use.
Cheers,
Camo-Skink