So, Lately i'v started to take a good look at one of the sub-par units in our book, kroxigors to be precise. I'v also noticed that with several recent discussions concerning cold one cavalry, many others are starting to try and make our less popular choices usefull. So I was thinking, why not try to make the big, stupid bastards pull their weight as well? So here follows my musings on the subject of Kroxigors. It’s quite a long post, so do try and grit your teeth, and by the end of it, do feel free to criticize at will Now, Kroxigors are undeniably usefull and rather popular as part of a skrox unit, but how do these guys work on their own? Lone kroxigors suffer from three major weaknesses. The first one is being relativly fragile. With toughness 4 and a 4+ armor save, they are as easy to hurt as saurus. Even more so, when taken into account that saurus often have a parry save. The second weakness is cost, and at the cost of five saurus, this is hard to argue with at a certain point. The third weakness is their low initiative, ASL and low weapon skill. This coupled together with their relativly low defences, means that if something hits them hard, they are likely to loose alot of their attacks back, before they can bring their might to bear. This in turn coupled together with a WS of 3, means quite a low frequency of returning wounds. Having covered the Kroxigors weakness, its time to look at what they bring to the table. As I see it, they have three strengths when acting as a stand alone unit. The first is speed. At a movement of 6, they can outmanuver most other units, making them usefull flankers for your slower saurus blocks. The second positive side of them is that they provide strength 6 attacks, something that is relativly scarce in the Lizardmen army compared to other armies. There are only three other sources for such attacks, and none are avalible in large numbers, being ancient stegadons, carnosaurs and saurus characters. This allows kroxigors to act a can-opener for the army, efficently dealing with high armor units such as cavalry. The final strength of the kroxigors, that they do not posess as part of a skrox unit, is manuverability. As lone units of kroxigors, they often have a far smaller footprint than normal infantry blocks, allowing them to, in conjunction with their speed, further outmanuver the enemy. Now, there is no disputing that the kroxigors weakness as a stand alone unit are quite substantial, and I don't think they can be made to work very effektivly in all-comer situations under the current book. UNLESS, you add magic. I know magic is a rather unstable thing to build a battle-plan on, but as Lizardmen players, we have access to one of the most powerfull magic phases in the game. There are currently two lores that are agreed upon are the most powerfull for most Lizardmen players, namely Light and Life. When it comes to using kroxigors as a stand alone unit, it might be tempting to choose life, so as to counter their fragility. Life works well keeping the kroxigors alive long enough to wreak havoc, but it has one major drawback. The buffs are only unit specific. As such, if you buff your kroxigors to kingdom-come, the rest of your army are sitting ducks. As such, when it comes to using kroxigors, i'd choose light over life. It provides the essential buffs to counter their low weaponskill, initative and ASL, while at the same time providing the same benefits for the rest of your army. I belive that to make kroxigors effective, you cannot sacrifice the rest of your army to do so, but rather use kroxigors as an extra utility tool that can be added to, rather than replace, the rest of your army. Hence light over life. Another benefit of spreading the buffs across your army is that it prevents the enemy from focusing his magical support on whatever is facing your kroxigors. By doing so, he could be seriously ignoring a unit that is about to face, say, your temple guard or a combined charge from a saurus unit and a stegadon. When it comes to unit sizes, I find that this is very much a personal choice. It depends so much on the local meta, coupled together with personal method of gameplay to make any kind of standard rule of thumb. My personal choice however is a unit of 6 of the bastards. This gives them the wounds to sustain some damage, but keeps the unit small enough so that maneuverability is maintained, and cost palatable. If they get lucky and get into combat scot-free, then hopefully they get a rank thrown in as well. So, armed as we are with lore of light, lets see what roles the kroxigors can fill in the Lizardmen army. My absolute favorite usage for kroxigors is by far to hunt cavalry. Now, Kroxigors are fast, but cavalry is normally faster, and coupled together with swiftstride, it can be tricky for them to get a charge in. Getting charged by cavalry is normally bad news for a kroxigor unit, since very few such units pack anything below strength 5 on the charge. My method for dealing with this is to use Bironas timewarp to double their movement, giving them an impressive range for a charge. True, this gives the enemy time to react to the spell and move said cavalry out of harm’s way, but if you are clever when it comes to positioning your units, you can either force your opponent to hold his ground, attempt a reckless charge (which will hopefully fail) against your kroxigors, or else move the cavalry back in such a position as to unalign them with the rest of his army, giving you the initiative to dictate the terms of the battle. If you feel you have to take the charge from enemy cavalry, another opportunity presents itself, although it requires more magic on your part. Open yourself up for a charge by enemy cavalry, but make sure to cast Speed of Light first. A lot of cavalry is only WS 4, and suffer from the so-called “rubber lance syndrome”. Their strength is impressive, but as most only have one attack, they can rarely afford to miss. When they are suddenly hitting on 4’s or 5’s, you will find that their killing power is drastically reduced. And once the kroxigors start hitting back on 3’s, they are in real trouble. Throw in Bironas Timewarp, and you are truly laughing. These spells might deter a player from charging you, but remember that by marching straight up to him and literally asking for it, by not accepting such a challenge, he is again letting you dictate the terms of the battle, and surrenders the initiative. Every second you are making him respond to your moves instead of the other way around is a step closer to victory. Of course, chances are large that no cavalry will be present in the opposing army, in which case there should still be plenty for your kroxigors to do. Anything with high armor, and/or high toughness is a prime target for your kroxigors. Just make sure to minimize incoming damage by either increasing their weapon skill, or making sure they get to strike first. Pha’s protection is also useful for mitigating any incoming damage. Also, it is well worth noting that when it comes to ranked up infantry, I strongly suggest you make your kroxigors engage from a flank, and in conjunction with another unit like saurus or temple guard. Kroxigors excel at taking out high toughness, high AS targets with relatively few wounds. Their high strength attacks are mostly wasted against the majority of infantry, and the lack of ranks means steadfast will be an issue. Kroxigors are not meant for drawn out grinding battles like saurus and temple guard, but rather to utterly crush a small, but valuable enemy unit by using magical support. Well, I’v got a ton more I could write on the subject of kroxigors, as they are one of my favorite units in the army, but I’d rather like to get something else done before midsummer. So with that I invite you all to comment on my ramblings, and perhaps come with a few tips and tricks you yourself use to make your Kroxigors work. And remember, this thread is for people who want to make them work, not for comments on how sub-par they are. We have plenty of those elsewhere.