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 Kroxigor Tactics, comments please
Shadow
Posted: Apr 20 2005, 03:31 PM


Tlazcotl


Group: Itzl
Posts: 1,600
Member No.: 106
Joined: 20-November 04



Right this is the third section on the article. As with the previous two comments would be appreciated, once I've got feedback from all four I'll edit them and post the completed thing.

Kroxigor: Pros and Cons
Kroxigor are arguably one of the hardest hitting units available to the Lizardmen. Their multiple high strength attacks allow them to smash through even heavily armoured knights, making them one of the few units you can have that are able to do this. This is slightly offset by the fact that they are armed with double handed weapons but with such a high movement they are likely to be able to get to charge most of the time. As such you should probably aim to get your Kroxigor into combat with any heavy cavalry units you opponent has, that might prose problems for your other units.
Multiple wounds the same toughness as a Saurus and a reasonable save allow them to take a reasonable amount of firepower however this is probably the greatest danger to Kroxigor and concentrated shooting will probably see the unit reduced below combat effectiveness in two turns of shooting.
The fact that Kroxigor cause fear and are aquatic are also strong points for them as well however probably their best ability is being able to charge through a Skink skirmish screen.
All of these advantages come at a price however as they are the most expensive special unit, the minimum unit size costs 174 points while 175 points would get you five Cold One Riders or five Terradons.
With regard to the option of taking an ancient it could be argued for or against whether it is worth the points or not. Generally if you have the points to spare it is probably worth it but otherwise when strapped for points there are probably more important things you could get.

Kroxigor: Battlefield Tactics
Having the same movement as Skinks and being aquatic as well makes Kroxigor a very good unit to move round the flanks and try and get flank charges. Even with just two Kroxigor you will have a unit strength of 6 so your opponent will not get combat resolution bonuses for his ranks if you are able to charge his flank. Combined with the charge from a block of Saurus this will probably break even the most powerful units.
Or rather than having the Kroxigor on the flank they could form part of the main battle line deployed behind a Skink skirmishing screen. During the battle the Skinks in the skirmish screen would advance towards an opponent’s unit and then shoot at it if they have not marched. Ideally your Kroxigor should be about nine or ten inches behind your Skink skirmishing screen. The idea behind this tactic is that the enemy unit charges your Skinks who flee as a charge reaction. If you Skinks manage to roll high enough and get away then your opponent will have a failed charge and his unit will move half their charge move forward. This will put them in range of your Kroxigor who can charge through the Skinks into your opponent’s unit. If you roll badly for your Skink skirmish screen and they are run down then you will still be able to counter charge them with your Kroxigor. Your Kroxigor might have to take a panic test either because the fleeing Skinks are within four inches of them or because they where destroyed by chargers within four inches of you. However if the Kroxigor have been deployed as part of the main battle line then they will probably be within your general’s leadership sphere, and when combined with the cold blooded rule your Kroxigor are unlikely to fail. If they pass you will be able to charge in your turn and with three Kroxigor with an Ancient upgrade you will be able to dish out ten strength 7 attacks.
If your opponent sees this tactic coming they are still in a difficult position because they still have the Skink skirmishing screen in front of them. If your opponent does not want to charge it because he knows he will probably get counter charged then he only has a few options. He can either just ignore them and move round but there are so many problems with doing this it is probably unlikely your opponent will do this. Firstly your Skinks can keep shooting at him as he moves round, there probably wont be the manoeuvring room on the battlefield and he will probably leave himself open to a charge from one of your other units. What your opponent is likely to do is to either try and destroy the Skinks with either magic or shooting so that he can just charge straight into your Kroxigor or try and take the Kroxigors out of the equation by either charging them with fast cavalry or fliers or trying to reduce them below combat effectiveness with shooting or magic so that if you do charge him your unit will not be able to do that much damage.


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Yak
Posted: May 9 2005, 10:49 PM


Temple Guard


Group: Tlax
Posts: 133
Member No.: 151
Joined: 12-January 05



A few things:

1. Krox cannot charge through fleeing skins as you suggest they can:
QUOTE
The idea behind this tactic is that the enemy unit charges your Skinks who flee as a charge reaction. If you Skinks manage to roll high enough and get away then your opponent will have a failed charge and his unit will move half their charge move forward. This will put them in range of your Kroxigor who can charge through the Skinks into your opponent’s unit.


2. It's worth mentioning that charge range in terms of Stand and Fire reaction are worked out from the skinks, so get your skinks within 6 inches to stop your Krox getting shot at when charging.

3. Krox will auto destroy chariots if they wound them. Any chariot suffering a wound from S7 or higher is automatically destroyed. Then you get to move a further 2d6 inches, hopefully into another unit, counting as charging.

4. The dual screen tactic. Keep your korx close to your skink screens, but have two units screening. The enemy charges the fisrt screen. They flee. They redirect in to the second screen. They flee. You can only redirect a charge once, so they cannot get to the krox, leaving them open for a countercharge next turn. You can charge through 2 screens as easily as you can charge through 1, you just need to take 2 Ld test if you want to move the units that turn.


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If at first you don't suceed, sky diving isn't for you.

/me hates smilies.
/me bashes smilies wivva hamma.
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Ropple
Posted: May 14 2005, 07:35 PM


Saurus


Group: Tlax
Posts: 51
Member No.: 223
Joined: 10-May 05



I see no reason kroxigors could not charge through fleeing skinks... but if you couldnt then your 4th point wouldb e moot, because if you cant charge through one skink screen you couldnt charge through two

As for the redirected charge, they can only redirect a charge into a unit they couldnt have charged before so the second unit of skinks would have to be directly behind the first unit, I dont have my rulebook handy but im 90% sure you cannot flee from a redirected charge, I know you cant flee from an overrun for sure

my big tip, NEVER use an ancient with your kroxigors, or else he gets challenged and 4 attacks get wasted on a champion or on trying to kill a character whereas if you really need to kill the character you could use two regular krox on him and do 6 attacks at str 7 as opposed to 4, generally its better to kill rank and files for the combat resolution though

EDIT: same thing goes for terradons but even moreso considering they are meant for killing characters
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mr. gone
Posted: May 14 2005, 10:25 PM


Kroxigor


Group: Tlax
Posts: 272
Member No.: 103
Joined: 19-November 04



Responces are as normal with redirected charges. page 53 BRB
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Ropple
Posted: May 15 2005, 12:21 AM


Saurus


Group: Tlax
Posts: 51
Member No.: 223
Joined: 10-May 05



ahh k wasnt sure on that one

any word on charging through fleeing skinks? because that could be pretty important
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mr. gone
Posted: May 15 2005, 12:28 AM


Kroxigor


Group: Tlax
Posts: 272
Member No.: 103
Joined: 19-November 04



Nope you are not alowed to charge threw fleeing skinks. Page 28 of the lizardman book under skirmish screen rules for krox.
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Yak
Posted: May 20 2005, 08:27 AM


Temple Guard


Group: Tlax
Posts: 133
Member No.: 151
Joined: 12-January 05



*Feels vindiacted*
The idea of the dual screen is to put two thin (1 model think) Skirmish units directly in front of your krox, practically touching, so they flee behind the krox leaving no broken units.


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If at first you don't suceed, sky diving isn't for you.

/me hates smilies.
/me bashes smilies wivva hamma.
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Shadow
Posted: May 20 2005, 10:22 PM


Tlazcotl


Group: Itzl
Posts: 1,600
Member No.: 106
Joined: 20-November 04



Oooops....


Oh dear, ark if only you'd posted that before we'd gone to print with the article.

I have been shamed unsure.gif

Aw well, never mind, I'll edit it for when i do a revision, cheers for point that out Yak.


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hmc
Posted: May 25 2005, 11:36 PM


Temple Guard


Group: Tlax
Posts: 146
Member No.: 162
Joined: 1-February 05



@Yak:

QUOTE
Krox will auto destroy chariots if they wound them. Any chariot suffering a wound from S7 or higher is automatically destroyed. Then you get to move a further 2d6 inches, hopefully into another unit, counting as charging.


Is the 'futher 2D6 inches' a Krox thing or a general rule on destroying a chariot on the charge?


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Godzilla
Posted: May 26 2005, 12:43 AM


Chameleon skink


Group: Tlax
Posts: 25
Member No.: 166
Joined: 4-February 05



anything you completely kill in the first round of combant is a overrun. you get to move an additional 2D6 always, if ur something that has a movement les than 7, but if more than 7 you get to move an additional 3D6 biggrin.gif .
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Kroxi-gore
Posted: Feb 3 2006, 05:01 AM


Temple Guard


Group: Tlax
Posts: 148
Member No.: 27
Joined: 28-September 04



QUOTE (Yak @ May 10 2005, 12:49 AM)
A few things:

1. Krox cannot charge through fleeing skins as you suggest they can:
QUOTE
The idea behind this tactic is that the enemy unit charges your Skinks who flee as a charge reaction. If you Skinks manage to roll high enough and get away then your opponent will have a failed charge and his unit will move half their charge move forward. This will put them in range of your Kroxigor who can charge through the Skinks into your opponent’s unit.


2. It's worth mentioning that charge range in terms of Stand and Fire reaction are worked out from the skinks, so get your skinks within 6 inches to stop your Krox getting shot at when charging.

3. Krox will auto destroy chariots if they wound them. Any chariot suffering a wound from S7 or higher is automatically destroyed. Then you get to move a further 2d6 inches, hopefully into another unit, counting as charging.

4. The dual screen tactic. Keep your korx close to your skink screens, but have two units screening. The enemy charges the fisrt screen. They flee. They redirect in to the second screen. They flee. You can only redirect a charge once, so they cannot get to the krox, leaving them open for a countercharge next turn. You can charge through 2 screens as easily as you can charge through 1, you just need to take 2 Ld test if you want to move the units that turn.

Dual screen tactic:

Instead of letting both flee, you should rather have the skinkunit, that's inbetween the Kroxies and the other skink unit, leap out to the side.
That way the enemy could have directed a charge to both skink units at the beginning and therefore is not allowed to redirect his charge at all!


The problem with your tactic and my version of it is: What happens, if the enemy pursues the sinks and gets them? Then your enemy is running directly into the second unit of skinks and your Kroxies are stuck behind two fighting units without the oportunity to charge.
Okay, that's better, than him running into the Kroxies, but it's still not too good!


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"The blackness that falls is coming to stay
Under the snow lies and angel so cold
Yet with each crystal of frost that is falling
another story is told
A spell was cast and the sky turned red
The angels Heart froze to ice
In the gloomy sky - The silence where dead angels lie" -Dissection
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