I know I'm a bit late to the discussion, but aren't the blowpipes considered "quick to fire" weapons, thus ignoring the -1 penalty to hit normally associated with movement? That would mean hitting on 4's or 5's (depending on range) with the only default penalty being taken from multiple shots.
While Chameleon Skinks can be very situational, they provide a huge tactical advantage against a lot of armies. Shooting units need LoS, so if your opponent leaves holes in in their deployment zone and you can get them in out of view behind the enemy lines, that leaves only magic and warmachines to be concerned with since a unit that reforms cannot shoot in the same turn unless they are skirmishers. By the same token, most damage spells need LoS from the caster, so if they want to reform the unit it takes away much of what can be done to the rest of your army. And as for warmachines, even if you aren't going first, if you deploy with an enemy unit intervening or in/behind terrain, you can give them a huge penalty to hit, or make them very hard to target with cannons and stonethrowers (the -2 starting for skirmishers and their camoflauge is already pretty good). The great ting about skirmishers with quick to fire weapons is they are very flexible to move, and skirmishers do not have ranks, so range is the only thing you really need to worry about to get all of your shots.
The biggest problem I have had with them is facing horde armies that leave no room at all to deploy in the opponent's deployment zone after they are finished.