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AoS chamo skinks

Discussion in 'Rules Help' started by mysticalslann, Feb 16, 2018.

  1. mysticalslann
    Skink

    mysticalslann New Member

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    At the beginning of the match, can i set them up hiding, then in the movement Phase put them near enemy and shoot. next turn hero Phase, put them in hiding and in the movement Phase put them up elsewhere again?

    OR

    in the hero Phase when i put them in hiding i can only put them on the board in my next turn again?
    the rules are a bit vague..
     
    Crowsfoot likes this.
  2. Killer Angel
    Skink Priest

    Killer Angel Well-Known Member

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    Sadly, there's no room for interpretation.

    When you use "disappear from sight", the ability tells that "You can reveal it as described above in any subsequent turn"

    So, turn 1: you reveal the unit in move phase and then shoot
    turn 2: hero phase, skinks disappear
    turn 2: move phase, skink cannot appear because it's still the same turn
    turn 3: move phase, you reveal the unit and then shoot
     
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  3. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    So if you did that every turn your shooting 3 turns out of 5?
     
  4. Killer Angel
    Skink Priest

    Killer Angel Well-Known Member

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    Yes, that's the price to pay. Keep in mind that chama don't have the limitation of 9" from enemy units.

    Oxyotl was able to do it every turn... :(
     
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  5. Aginor
    Slann

    Aginor Fifth Spawning

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    Yeah. Would have loved to try him but then they removed him. (Yes I know I can still try him)
     
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  6. Canas
    Skink Chief

    Canas Well-Known Member

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    To be honest it's kind of silly. The game is short enough as it is, especially if all you care about is the shooting phase and chameleon's then only get to act half the time... And it's not even like they are so amazingly good that them showing up once or twice is game-changing. They're weirdly incapable assasins when you look at their numbers..
     
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  7. Killer Angel
    Skink Priest

    Killer Angel Well-Known Member

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    Yes, i am aware that some of our warscolls are outdated...
     
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  8. TheSkeptic
    Cold One

    TheSkeptic Active Member

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    Still use Oxyotl in friendly games, since my buddies don't have a problem with me running him as if he has Keyword Seraphon. He's not to bad. Doesn't do much damage, but the teleporting is useful, and if you keep him still he dishes out a good bit more damage. Wish he had the venom that normal chameleons have though, would be even better. The lads I really miss are my skink chiefs. They're just kind of useless now, without their old command ability.
     
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  9. Canas
    Skink Chief

    Canas Well-Known Member

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    Meh, the chameleons don't feel outdated, they just feel badly thought out. The turn limit has Always existed so their limited use should already have been apparent. And the lack of numbers is apparent even when compared to our other stuff (which would be equally outdated), with no rend and only 10 attacks in a "basic" unit it has never been a proper assasin that can pop up and kill (or severly wound) a target easily. Feels a bit like the issue that normal skinks have as well, they got this 1 ability that has amazing potential, but aren't much good in anything else so they aren't actually a threat. Though both are really good at being annoying :p
     
  10. Killer Angel
    Skink Priest

    Killer Angel Well-Known Member

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    not so sure. At the beginning, when the ability to pop across the battlefield was fairly limited and very few armies could have something similar, they were pretty nice.
     
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  11. Canas
    Skink Chief

    Canas Well-Known Member

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    It's a nice ability, and definitly can be powerfull, but they don't have the fire-power to really capatilize on it. They feel similar to the skinks with their wary fighters rule. Both have 1 ability that's amazing, but for some reason that is all they have. There's nothing to allow them to truly capatilize on a play made with their primary trick. E.g. chameleons poppin up out of nowhere on the enemy's flank is fun and all, but since they only force 3 saves on average it's not like this briljant flanking manouvre is going to really lead to anything against most targets..
     
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  12. Aginor
    Slann

    Aginor Fifth Spawning

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    Yeah I think it would not be too bad if they had the mortal wound poison on a 5+ instead of a 6+ or maybe one point better hit and/or wound...
     
  13. Canas
    Skink Chief

    Canas Well-Known Member

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    it isnt even a mortal wound, its merely double damage.. so half of those 6's wont even force a save let alone actually cause the damage...
     
  14. Aginor
    Slann

    Aginor Fifth Spawning

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    Oh you are right, I got that wrong. It should be a mortal wound IMO. It is deadly poison after all.
     
  15. Canas
    Skink Chief

    Canas Well-Known Member

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    To be honest, i'd say do the following:

    1) 6+ hit causes bonus mortal wounds instead of bonus damage, or at least removes the need for a wound roll....
    2) Some form of additional protection from ranged attacks, regardless of scenery. They're chameleons they should be difficult to spot and most ranged attacks aimed at them should end up missing. This includes spells & abilities and what not. For example, do the following, when attacked from more than 3"away, roll a D6 on a 5+ the enemy just misses. It'd encourage an enemy to activly chase em instead of just firing 1 basic spell in and wiping out half of the unit completly crippling it for the rest of the game... Which for an "elite" unit is kind of silly... Possibly in addition to the current save bonus or as an alternative. Not sure how powerfull this'd ultimatly be.
    3) 2 wounds. I seriously hate that our "elite" options of our normal infantry only have 1 wound... it just rubs me the wrong way.
    4) They can reappear immeadiatly in the next movement phase, so they don't spend half their time off the board. Possibly with some trade-off, for example for each hero phase they hide they gain a bonus attack when appearing? Could help with them actually being a functional assasin unit.
    5) Something to up their sustained damage, and something to up their burst damage., preferably in the form of a trade-off. For example a mechanic along the lines of +1 to hit rolls if they didn't move in the previous turn alongside what I mentioned in point 4. This way they'd be a bit more bursty when trying to assasinate a priority target, but more sustainable when they sit in a nice spot and just fire away into enemy lines.

    Do that and they actually become more than merely "annoying" like they mostly are now...
     
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  16. IggyStarhost
    Chameleon Skink

    IggyStarhost Active Member

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    Didnt know this limitations. Feelsbad :(
    Actually planning in playing them as hide and popup in the same turn. How do you all play them?
     
  17. Canas
    Skink Chief

    Canas Well-Known Member

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    There's 3 basic things they can do
    1. Annoy the hell out of your opponent
      Small units of chameleons aren't going to annihilate anything, but thanks to their poison darts they're just enough of a threat that they will start reaping a toll if you completly ignore em. This allows you to get the occasional kill when you need that last wound and will force your opponent to go on a goose-chase. This is what they're best at.
    2. Claim/contest the occasional oterhwise unreachable objective at the last moment
      This should be self-explanatory :p
    3. Assasination
      The damage they do reliably is relativly low, but they have very high potential (a 5 skink unit can potentially deal 20 damage, but only averages 3 succesfull wounding attacks that trigger saves..). Get 10 of em and they get reliable enough to start hurting squishy targets. Plus, at this point it only requires 1 good turn and they'l take down . Do bare in mind they have no rend or anything like that though, so properly sturdy targets won't work well. Especially good in combination with a shadowstrike host or something similar that can give em re-rolls and the like.
     
  18. IggyStarhost
    Chameleon Skink

    IggyStarhost Active Member

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    Thanks! Just really hopes I could usd Skink Alpha on them, dissappear and popup and shoot. I have them in a group of 10, although is see their potential, for 240 points it is kinda a steep investment with just 10 wounds. I think that the dissappear and pop up each round matches their points more. Thats what I had in mind when I imagine the Goose Chase.
     
  19. Canas
    Skink Chief

    Canas Well-Known Member

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    The skink alpha from a stegadon won't work in combination with the dissapearing. The buff only lasts till the next hero phase and they only show up after that.
     
  20. IggyStarhost
    Chameleon Skink

    IggyStarhost Active Member

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    Hopes had to be hoped :p too bad tho!
     
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