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===Core Units=== * '''Saurus Warriors:''' Remain the molasses-slow hard-hitting fuckers that your army needs to build around with S/T 4 with 2 attacks, 4+ armour, but with Initiative 1, they have the slowest reaction time in-game. At the end of a fight, Saurus Warriors will either smash straight through the enemy lines, end up in slow grinding combat that leaves either half a unit of Saurus or a few dazed and bloodstained enemies left, ready to be swept away by the rest of your army. * '''Skink Cohort:''' Your cheap chaff, with Initiative 4 and BS of 3 for what they are. Despite weak (native) Leadership and terrible Toughness(T2), Skinks can be surprisingly effective against non-elite infantry and cavalry for one turn, in part thanks to their relatively high Initiative. Their prices are now cut in half, making Skink Spam a very affordable matter though they lose the poisoned javelins as a default deal. They also have a choice in loadouts, either buying back the javelins, getting spears, or trading off their shields to go full-archery with poison shortbows. * '''Skink Skirmishers:''' Keep their prices, keep their rules. Skinks are geared with blowpipes, poison shortbows, or poison javelins and shields. Both have pros and cons- Shortbows have better range and multiattack if allowed to stay still. Pipes are mobile, and always having multiple poisoned shots is devastating. At the same time, javelins are quick to fire, which significantly bolsters the unit's mobility and threat range, and the shield affords them a much-appreciated defensive bonus. Skinks can be great for kiting enemy units and being an all-around thorn in their sides. Put simply, if the Skink Skirmishers manage to inflict wounds on any unit, The dilemma will compel your opponent to either shoot at it, commit a unit to charge it, or try to ignore the damage they're doing. The first option is terrible because damage spells and shooting units are overkill against Skink units that size, making it a waste of resources when other, more dangerous units are around. The second option is ill-advised because most close combat units are significantly more costly than Skinks and are better suited to stopping/slowing your Saurus bricks from smashing through the battlefield. This worsens if the Skinks can shoot at the unit before the melee and inflict wounds. However, with cheap units like Skaven Clanrats, this is less of an issue, except that large Clanrat units shouldn't chase down half a dozen Skinks, and no one fields those kinds of units with an equivalent cost to your Skinks. Elite units further aggravate the problem because any damage directed at the Skinks is pointless. Most elite infantry units run from 12-16 points, and heavy cavalry or monstrous infantry are even more expensive, which means that more than 2 ranged casualties are a lose-lose tradeoff at best. Ignoring the Skinks is even more stupid as some players do because it frees the skinks to pick off other skirmishers, violating war machine crews, and chip off wounds from other critical units or characters. **In summary, Skink Skirmishers are suicide units that force bad tradeoffs for the enemy. Skinks die when they are attacked, but it's a lose-lose situation, and in the broader context of the battle, this leads the opponent to be inefficient with his units. Skink spamming is surprisingly viable at competitive levels since you can flood the battlefield in cheap, fast-moving little units with an array of poisoned weapons redirecting, shooting, and irritating your opponent's units to a not-quite-metaphorical death and beautifully supporting your heavy-hitting saurus cowboys. * '''Jungle Swarms:''' Pricing and stat have been fixed, so to be reasonable 6 wounds and 6 attacks for 30 points per swarm make them a decent pack for screening, and Poisoned Attacks give them something resembling a fighting chance against basic troops.
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