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Just an idea with the mess of the rules that Skinks and Krox have now.
1) While in a mixed unit, the whole unit counts as causing fear as they gain confidence from their towering buddies.
2) While in a mixed unit, skinks fight with the same weapon skill of the Krox (WS3), instead of their own weapon skill (WS2). This is due to the combined fighting style of the mixed unit.
3) The unit can be stomped and thunder stomped on. All hits are randomized, like shooting, and any stomps or thunder stomps at hit krox are discarded.
4) While in a mixed unit, all hits against rank and file are distributed between skink and krox, BEFORE you roll to wound.
5) Great reach lets Krox stomp from the 2nd rank.
So if they were fighting witch elves, and took 25 hits and 6 poison hits, you'd distribute the hits between T2 skink (6+ armor and parry) and the T4 Krox (4+ armor). Then you'd roll to wound, and opponent would make his saves.
Does that solve every possible issue with the unit and make it playable?
Hits randomizing is both good and bad. You might lose a krox, but T4 with 4+ is much better than T2 with 6+ and parry.
Krox getting their stomp back should off set skinks getting stomped on.
Skinks gaining WS3 was the only clean way to deal with both different skills and different toughness. WS3 still sucks, so I didn't think it was that big of a bonus.
In a head to head pair up, skink and krox vs saurus is pretty close. Saurus have a slight edge at 200 point units or higher, but Skinks have speed, a poisoned stand and fire, and cause fear.
I don't play lizardmen anymore, but I wouldn't mind going up against this. It'd be nice to see more variety on the table than just saurus and skirmishers.
-Matt
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