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Chameleon skinks - how to use?

jamesmackman888jamesmackman888 Registered Users Posts: 5
edited April 2019 in General Discussion
title kind of says it all, i've heard they are useful but never seem to use them right as they always get screwed by cav. help would be appreciated

Comments

  • BoombastekBoombastek Registered Users Posts: 2,141
    In MP no use. Better to swap to skink javelin.

    In campaign early game blessed not bad.
  • jamesmackman888jamesmackman888 Registered Users Posts: 5

    In MP no use. Better to swap to skink javelin.

    In campaign early game blessed not bad.

    thanks
  • DraculasaurusDraculasaurus Registered Users Posts: 4,771
    I've seen them used effectively in MP, but it requires extreme patience. You have to hide them somewhere the enemy is unlikely to send their cav, then only send them in once the enemy cav is committed elsewhere. That, or use them against factions that have no cav.

    They're a niche pick and depend heavily on guessing what composition your opponent is likely to go with.
  • Valkaar#2507Valkaar#2507 Junior Member Registered Users Posts: 5,771
    The poison and ambush abilities on chameleons make them fantastic picks in MP in many match ups.

    Poison + shoot n scoot makes them very hard to catch. Most cav can’t actually run them down in a time efficient manner. You’d need things like hound units or flyers to catch them quickly. And because the chameleons can remain hidden, you can wait for those things to be committed elsewhere before revealing yourself.

    Chameleon skinks aren’t high damage and aren’t good against armor. They’re meant for shooting enemy archers or artillery crews (not in a shooting ranged duel....more like, harass their back line after the fight has started and they’re distracted). They can also be used against low armor infantry like Slayers.

    If there are no good targets of opportunity for damage, having them fire into the main fight just to apply the Poison debuff is worth it.

    Skink javelins ^^ can’t replicate that kind of utility. The javelin not being able to hide as well or kite as well means they kinda have to be protected/move along with your main force. Skink javelins are higher alpha damage though, and therefore better at deterring enemy fliers and goon squads.

    So kinda different roles. Skink javelins operate as more of a traditional back line. Like norscan hunter type units. Chameleon skinks function more like waywatchters or deep wood scouts in the sense that they are usually deployed separately from the main army and harass the enemy after the main army has distracted them or pulled them in a different direction.

    Imo, the chameleon ones are much better/way more annoying to deal with. They’re also a little more micro intensive though and don’t compliment every build.
  • BoombastekBoombastek Registered Users Posts: 2,141
    Valkaar said:

    The poison and ambush abilities on chameleons make them fantastic picks in MP in many match ups.

    Poison + shoot n scoot makes them very hard to catch. Most cav can’t actually run them down in a time efficient manner. You’d need things like hound units or flyers to catch them quickly. And because the chameleons can remain hidden, you can wait for those things to be committed elsewhere before revealing yourself.

    Chameleon skinks aren’t high damage and aren’t good against armor. They’re meant for shooting enemy archers or artillery crews (not in a shooting ranged duel....more like, harass their back line after the fight has started and they’re distracted). They can also be used against low armor infantry like Slayers.

    If there are no good targets of opportunity for damage, having them fire into the main fight just to apply the Poison debuff is worth it.

    Skink javelins ^^ can’t replicate that kind of utility. The javelin not being able to hide as well or kite as well means they kinda have to be protected/move along with your main force. Skink javelins are higher alpha damage though, and therefore better at deterring enemy fliers and goon squads.

    So kinda different roles. Skink javelins operate as more of a traditional back line. Like norscan hunter type units. Chameleon skinks function more like waywatchters or deep wood scouts in the sense that they are usually deployed separately from the main army and harass the enemy after the main army has distracted them or pulled them in a different direction.

    Imo, the chameleon ones are much better/way more annoying to deal with. They’re also a little more micro intensive though and don’t compliment every build.

    Skink javelin it's that had 3 ammo and shield. What point hold them back line? They are frontlane.

    Maybe you aren't check MP price of this units, check again.
  • Valkaar#2507Valkaar#2507 Junior Member Registered Users Posts: 5,771

    Valkaar said:

    The poison and ambush abilities on chameleons make them fantastic picks in MP in many match ups.

    Poison + shoot n scoot makes them very hard to catch. Most cav can’t actually run them down in a time efficient manner. You’d need things like hound units or flyers to catch them quickly. And because the chameleons can remain hidden, you can wait for those things to be committed elsewhere before revealing yourself.

    Chameleon skinks aren’t high damage and aren’t good against armor. They’re meant for shooting enemy archers or artillery crews (not in a shooting ranged duel....more like, harass their back line after the fight has started and they’re distracted). They can also be used against low armor infantry like Slayers.

    If there are no good targets of opportunity for damage, having them fire into the main fight just to apply the Poison debuff is worth it.

    Skink javelins ^^ can’t replicate that kind of utility. The javelin not being able to hide as well or kite as well means they kinda have to be protected/move along with your main force. Skink javelins are higher alpha damage though, and therefore better at deterring enemy fliers and goon squads.

    So kinda different roles. Skink javelins operate as more of a traditional back line. Like norscan hunter type units. Chameleon skinks function more like waywatchters or deep wood scouts in the sense that they are usually deployed separately from the main army and harass the enemy after the main army has distracted them or pulled them in a different direction.

    Imo, the chameleon ones are much better/way more annoying to deal with. They’re also a little more micro intensive though and don’t compliment every build.

    Skink javelin it's that had 3 ammo and shield. What point hold them back line? They are frontlane.

    Maybe you aren't check MP price of this units, check again.
    Skink javelins I was thinking of are a type of regular skirmisher. Slightly cheaper than chameleons but definitely a skirmisher.

    Skink COHORTS with Javelins are the low ammo infantry unit. Yes, they are a cheap front line unit in a lot of ‘wide’ Lizardmen builds. But they aren’t really a replacement for chameleon skinks any more than Saurus or Carnosaurs are. They’re a completely different type of unit with a different role.

  • Federykx99Federykx99 Registered Users Posts: 562
    edited April 2019
    In single player they are great. You just use them to get on the flanks or back of the enemy frontline and then poke them with poison and let your Saurus go to town on them.
    Or you vanguard deploy some units behind the enemy and charge them into melee on the artillery pieces as soon as they are left unguarded.
    Or you kite to hell slow enemy cavalry with them.
    We got options, baby!
  • HelhoundHelhound Registered Users Posts: 5,346
    Tag team him with a dino or cav. Theyre hard to spot so throw him out super wide and try to get a dino/cav into a fight against enemy cav. Then have the chameleons shoot the enemy cav. The poison makes it difficult for them to run from you own unit, and the two combiened will win a lot of fights. On that note, make sure your firing angle is a good one. You can hit your own units with poison, defeating the purpose of bringing them.
  • B6edwardsB6edwards Registered Users Posts: 10
    I can't help u with single player, but in multiplayer they are fantastic as a control unit with decent dmg VS low Armour. Their missile resist helps with counter skirmish and their poison and parthian shot makes them hard to catch. They also have decent melee stats so when they run out of ammo u can chuck them into melee.
  • #21546#21546 Registered Users Posts: 4,761

    In MP no use. Better to swap to skink javelin.

    In campaign early game blessed not bad.

    They are really good in MP, great at flanking and harass, gives you an anti-air presence, battlefield control and force you enemy to overextend with some of his unit to catch them where you can just isolate them and kill them with cav or carnos.

    Really a usefull unit, bring 1 or 2 in closely everyo armies I make


  • steam_165171714789pPAEKOHsteam_165171714789pPAEKOH Registered Users Posts: 855

    In MP no use. Better to swap to skink javelin.

    In campaign early game blessed not bad.

    Have to strongly disagree. They are an extremely good pick in MP. The key issue is how much you want to gamble with a high cost unit of skirmishers. But as far as skirmishers go they are one of the best, if not the best, in the game.

    They are wicked fast for non-cavalry units. You can definitely escape form cav with the slow from poison and their crazy foot speed. It's flyers you want to watch out for. Flying units can be crazy fast and if they get into your skinks it can stall them enough for a cav charge to finish them off.

    Keeping them always within a measure of distance from your saurus line is a way to play it safe with them. They need something (saurus, dinos, other skinks) they can reach before whatever fast units is chasing them gets to them. They are NOT light cav that you can send off to the other side of the map on their own. They'll get eaten.
  • natedogbnatedogb Registered Users Posts: 4
    I've seen much better players than myself use them both to poke around the edges of enemy formations to counter skirmish, leave them vanguard deployed to harass and occupy back line units, and even sometimes to poke down high value but low armor units.
    If you see that scary enemy hell-pit rampaging through your lines, have them just shadow its movements, dealing consistent damage and keeping it poisoned where ever it goes.
    Basically it's almost always valuable to have one or two of them in your armies, but just be ready to micro them around to counter the enemy's adjusting strategies to get the most value from them.
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