Welcome

Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.

Categories

Thoughts on Chameleon Stalkers ?

#21546#21546 Registered Users Posts: 4,761
edited August 12 in Warhammer Battle Feedback
What do you think about chameleon stalkers ?

To me I feel like their Melee prowess is a bit underwhelming with only 25 WS non AP.

They feel like tankier missile units, but with only 2 ammo.

They are 600 gold

P.s. trying to link the stats picture, but fpr a reason unknown it does work


Post edited by CA_Will#2514 on
«1345

Comments

  • M3HowM3How Registered Users Posts: 120
    As a unit that u'll just bring to snipe arty or chase stragglers it's ok-ish. Need to get my hands on it to actualy test it tho.
    Karaz-a-Karak Discord server
    Grumpy Guard in-game
  • glosskilosglosskilos Registered Users Posts: 1,546
    edited July 2021

    What do you think about chameleon stalkers ?

    To me I feel like their Melee prowess is a bit underwhelming with only 25 WS non AP.

    They feel like tankier missile units, but with only 2 ammo.

    They are 600 gold

    P.s. trying to link the stats picture, but fpr a reason unknown it does work

    They’ll be pretty good if you’re going to go with an all skink rush because they’ll take a long time to route in melee. They look like a very durable unit I think I’d take them against empire, high elves, skaven, and vampire coast
  • Darthplagueis13#4382Darthplagueis13#4382 Registered Users Posts: 838
    Seems alright to me. I'd kind of look at them as a more mobile cross between Night Goblins and Miners with Blasting Charges. Certainly not gonna be an auto-include for all match-ups but it seems like they might have some uses.
  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337
    360 deal breaker

    #givemoreunitsforbrettonia, my bret dlc


  • Loupi#8512Loupi#8512 Registered Users Posts: 3,745
    physical and missile resist im sure theyll be fine


  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337
    Loupi_ said:

    physical and missile resist im sure theyll be fine

    360 shooting gets hit by 360 cap.

    #givemoreunitsforbrettonia, my bret dlc


  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337
    edited July 2021

    Reduce 1 ammo remve 360 and they will be good unit. And minus -50

    #givemoreunitsforbrettonia, my bret dlc


  • KhorneFlakesKhorneFlakes Registered Users Posts: 4,003
    They have dodge as well,seems underwhelming at first sight will have to test out first

  • yst#1879yst#1879 Registered Users Posts: 9,987
    edited July 2021
    2 ammo with 360? Lol when r iron breakers getting theirs?
    They r the definition of miners unit, how r they getting 360 again?

    So a useless skink miners that costs $600 to bring, and they takes ur 360 slot?

    What kind of useless unit and joke CA trying to play here?
    Not surprised, dlc grade = lizardman
    https://imgur.com/a/Cj4b9
    Top #3 Leaderboard on Warhammer Totalwar.
  • glosskilosglosskilos Registered Users Posts: 1,546
    They’re 360 shooters?! Why wtf?! That has to be the dumbest design decision I’ve ever seen. Still I might bring them in MU’s where I don’t bring chameleons. Wow that means I can only bring 2 against skaven and VP where I go 4 terradons that’s so lame
  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337

    They’re 360 shooters?! Why wtf?! That has to be the dumbest design decision I’ve ever seen. Still I might bring them in MU’s where I don’t bring chameleons. Wow that means I can only bring 2 against skaven and VP where I go 4 terradons that’s so lame

    Yap they practically uselss to bring in any MU you wanna vanguard rush with 360 cap.


    #givemoreunitsforbrettonia, my bret dlc


  • Krunch#7448Krunch#7448 Junior Member Registered Users Posts: 5,481
    Dumb question, why do people not like 360?
  • fan3982173917524862fan3982173917524862 Registered Users Posts: 1,584
    Krunch said:

    Dumb question, why do people not like 360?

    There is a cap to how many parthian shot units you can bring in MP.
  • KhorneFlakesKhorneFlakes Registered Users Posts: 4,003
    Krunch said:

    Dumb question, why do people not like 360?

    Nobody liked parthian shots in rome.

    360 on missile cavs,fine for single entities i guess,just makes brain dead play even more than just simply clicking units to send in melee.
    Its just kite,kite,kite on the other hand if they had directional shooting and even not fire on move,they have to stop and shoot.
    Which adds much more tactical depth and units positioning matters

  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337
    Krunch said:

    Dumb question, why do people not like 360?

    There is a 360 cap. So if you take these guys you can not do vanguard rush with skink or chem skimishers and or terradons.

    #givemoreunitsforbrettonia, my bret dlc


  • Modern_Erasmus#3567Modern_Erasmus#3567 Registered Users Posts: 243
    How much damage do the “blasting charges” on these do? If it’s similar to dwarfs they could be pretty good but if it’s less then they seem pretty terrible value-wise compared to skink cohorts with javelins or red crests.
  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337

    How much damage do the “blasting charges” on these do? If it’s similar to dwarfs they could be pretty good but if it’s less then they seem pretty terrible value-wise compared to skink cohorts with javelins or red crests.

    Still not woth loosing 360 cap on these normal chems or terrodons will be cap well used.

    #givemoreunitsforbrettonia, my bret dlc


  • glosskilosglosskilos Registered Users Posts: 1,546
    A unit with 2 ammo is classed as a 360 shooter, what a joke.

    Why does it even have 360 anyways what good will it do this type of unit?
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,217
    edited July 2021
    They're a weird unit and I don't think they'll be very competitive.

    Their ranged attack looks nothing like the miners in terms of actual damage and their melee prowess will be eclipsed by Sarus.

    There's probably better options for the Lizardmen to shut down the back lines like clever girls or even just regular skinks.

    I'd have simply preferred skinks with snipe and unpotable.
  • Rubz2293#7512Rubz2293#7512 Registered Users Posts: 593
    Melee defense and physical resistance focus is a strange specialization for what is described is as shock infantry.

    Can see them being good against Skaven and VCoast if the ranged damage is good and they have stalk.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,217
    Rubz2293 said:

    Melee defense and physical resistance focus is a strange specialization for what is described is as shock infantry.

    Can see them being good against Skaven and VCoast if the ranged damage is good and they have stalk.

    Ranged damage isn't good... They barely dent Zombies in Zerkovetch's video.
  • Rubz2293#7512Rubz2293#7512 Registered Users Posts: 593
    OdTengri said:

    Rubz2293 said:

    Melee defense and physical resistance focus is a strange specialization for what is described is as shock infantry.

    Can see them being good against Skaven and VCoast if the ranged damage is good and they have stalk.

    Ranged damage isn't good... They barely dent Zombies in Zerkovetch's video.
    Which video was that? I haven't seen a video of his where he showed the Lizardmen units performance in battle.
  • #21546#21546 Registered Users Posts: 4,761
    I would have prefered a death runner style unit. Squishy, fast and anti-infantry.

    I would have made them high mid tier( 1000)

    LM lack more elite AI imo.


  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,217
    Rubz2293 said:

    OdTengri said:

    Rubz2293 said:

    Melee defense and physical resistance focus is a strange specialization for what is described is as shock infantry.

    Can see them being good against Skaven and VCoast if the ranged damage is good and they have stalk.

    Ranged damage isn't good... They barely dent Zombies in Zerkovetch's video.
    Which video was that? I haven't seen a video of his where he showed the Lizardmen units performance in battle.
    Maybe it wasn't Zerk's I've seen so many, basically they don't gave the same explosion effect as blasting charges way more minor. I think it just has a much smaller explosion radius so there's less overlapping damage from multiple explosions.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,217
    It was GbG's at about 7min

  • saweendra#3399saweendra#3399 Registered Users Posts: 19,337
    Here you go stalkers in battle


    #givemoreunitsforbrettonia, my bret dlc


  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,217
    saweendra said:

    Here you go stalkers in battle

    They did condsiderable damage vs the Ungor Spear heard... but that was 1 volley from 2 units. I think that unit spacing is going to make a big difference as later in the battle vs the Gors they weren't impressive.
  • TellTale_ScarTellTale_Scar Registered Users Posts: 422
    From what Indy suggests, they deal good burst damage to large single entities. They might be a nasty surprised for skin wolves or a hell pit flanking or crashing into your back lines.

    They also might make a mess out of state troops and elves.

    (I wonder how their volleys interact with shields?)
  • Modern_Erasmus#3567Modern_Erasmus#3567 Registered Users Posts: 243
    After seeing them in action they seem pretty terrible tbh. 600 gold for a unit whose javelins can't be aimed and are less than half as strong in practice as blasting charges. If you can get both charges off it seems almost as strong as one blasting charge volley, but since they can't be aimed and the auto targeting seems super erratic in practice it's just rng if you get a good hit or whiff and do almost no damage. Plus if you're charging them into melee they only throw once.

    Between that, terrible combat stats for a 600 gold unit, and taking up a 360 shooting slot I don't see these things getting used much. I don't even think they really need buffs so much as a ground up rework.
  • DaBoyzAreBackInTown#9604DaBoyzAreBackInTown#9604 Registered Users Posts: 1,377
    They look like they're designed as backline disruptors, especially for artillery. Ranged attack will do well vs the type of infantry left to guard artillery and high MD + physical resist will help them muck up a backline once they get in.

    Only thing that seems a bit dubious is the 360 shooting, probably intended to stop too many 360 kite builds but not sure if it is warranted considering the strength of the ranged attack.
Sign In or Register to comment.