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=== Special Units === * '''Saurus Cavalry:''' Hits very hard on the charge, has an amazing armor save, temple guard statline, causes fear, the mount is almost as vicious as the rider, why aren't we taking 20? Oh right, 35 points and stupidity. To be fair, LD8 and coldblooded is pretty good to make sure they move when you need them, and while people like to call them slow they are just as fast as any barded cavalry (elves nonwithstanding). Don't discount the lizard riding a lizard, for while expensive they deliver devastating charges and love to escort a mounted Hero. Just beware that 5-lizard units, despite often talked about, are very dicey outside of 1500 and lower points games (where they are in fact a slaughter waiting to happen). Two ranks is the minimum here. * '''Kroxigors:''' Not a dead unit, but the impressive 58 points pricetag is hard to swallow. That said we are looking at 3 str 7 attacks with those great weapons of theirs, and for once the pitiful initiative of non-skink lizardmen is kind of moot with 3 wounds each protected by a 4+ and Fear. Uniquely to this edition, Kroxigors have the ability to charge through units of skinks, including chameleons (the skinks have to test and probably fail Leadership when this happens, and on a failure they don't get to move this turn) and are only considered to be charging from the front of the Skink unit for the purpose of stand and shoot, which is situational but neat and really gives a new meaning to screening units. Units of 3 can bash some heads in, but don't expect them to survive too long. Units of 6 are Very Expensive. * '''Terradons:''' Your flying cavalry. Later editions really buffed them: here we are looking at a combined profile with three WS 3 str 4 attacks, javelins, a 6+ with 2 wounds, and the ability to charge, conduct combat, and then flee voluntarily without pursue move and with an automatic rally. They REALLY want to fight only a small amount of things : war machine crews, lone wizards, and small units of archers and skirmishers in a pinch. Their mobility allows you to use them to disturb movement, but with those stats at 35 points each, they will die against anything with actual combat stats. If only they could, I don't know, drop rocks or something like that... * '''Chameleon Skinks:''' You can put them *anywhere*. Anywhere! No really, they can be fielded either in open, anywhere 12" from your enemy, or in cover like normal scouts but with no restriction to distance from enemy troops. That is a nice fence you got there protecting the side of your mage bunker, would be a shame if it was actually MADE UP OF CHAMELEON SKINKS! Jokes aside, they come out of the box at 15 points a pop with blowdarts only, no armor save, and all the regular rules for skinks plus their scouting shenanigans and a natural -1 to hit modifier on all ranged attacks made agains them; which sums up to an impressive -3 if you are in light cover, like, I don't know, in a pond of water with your Amphibious trait. Don't ever let them get charged though, they will just die and they are too expensive and frail to be used as screening units like skinks. You can't even put a Skink Chief in their unit to shore their combat up a little. They are expensive and frail, which is a very unfortunate combination, but fill a role that is unique to them and they do it WELL; that alone is worth consideration.
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