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Grand Design of The Old Ones
LIZARDMEN TACTICS - BY MARK HAVENER


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CHAMELEON SKINKS
Chameleon Skink While the Temple Guard are the elite version of Saurus Warrior and thus are great close combat fighters, Chameleon Skinks are similarly the ultimate Skink Skirmishers — they always Scout, they have a Ballistic Skill of 4 (which helps them Poison even hard-to hit foes!), and their ability to blend in with their surroundings means that they can be deployed very near the enemy. They also have additional protection from enemy shooting (that Toughness 2 means they are still vulnerable) with their Chameleons special rule, and their Leadership of 6 means that, while far from what you might call 'steady', Chameleon Skinks won't run quite as often as normal Skinks and can actually rally sometimes!

Disadvantages: Well, 15 points for a Skink is rather... high? They have tons of special rules it's true, but if you are looking for Scouts to harass the enemy, stop march moves, and take out enemy units in the backfield, Chameleon Skinks might be overkill. You'll have to keep their numbers low, because of the vulnerable position they will be in up close to the enemy, so they will only be able to put out so many shots. They obviously won't be cost-effective as a screen except in the most dire of circumstances! If your opponent has enemy wizards running around by themselves these guys are wonderful, but other than that, you're probably better off sticking with normal Skink Skirmishers.

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