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I don't get whats so good about them... I mean, I'd rather bulk up my saurus groups, or get some more skirmishers! Thanks
Not to mention the stealth, along with awesome models!
Other than being Skirmishers (March and Shoot, Free Reforms and -1 to be shot at), having Blowpipes (Multi-shot x 2) and Jungle Poisons (Poisoned Ranged Attacks) Chameleon Skinks Also get:
- Chameleon (Additonal -1 to shoot at them). This is nice but not a deal maker.
- Scout. The change in the scout rule for 8th lets them deploy in your opponents deployment zone so long as they are 12 inches away from any of their units. I have been playing bigger games lately and only occasionaly get to really benefit from it myself because my opponent has so many units they cant get behind their lines. I have also used my Chameleon Skinks to prevent my opponents Vanguard guys from moving (they can't move within 12 inches of your units) before the game starts.
- BS of 4. Which lets them move and multishot and still let their poison shots work. This is the biggie for me. Normal skink skirmishers cant move and multishot and still get their poison on 6's.
All combined together the chameleon skinks are a great specialized utility unit. They are highly mobile with march and shoot and free reforms. They wont really put the hurt on blocks of guys but they can be great to take out small utility units like fast cav, high toughness monsters and especially war machine crew.
Last edited by Andrinor; May 9th, 2011 at 16:08. Reason: Additional text.