According the paragraphs in the rules, you should shoot with all of the models in a unit. Does this mean even models in the back that are not in range of the target is allowed to shoot at the target? Or can you perhaps chose a secondary target for those models?
I have an additional shooting question. I checked some of the Warscrolls for shooters. Archers consistently get ONE shooting attack. Crossbowmen have various ways of shooting TWO times. I checked Bret, Orc, H. Elf archers. I checked Dwarf, Empire, and Ruglud xbows.
That's strange. I would have expected exact opposite since in real life it is far more time consuming to reload a cross bow as compared to a conventional bow.
I'd assume that models which are out of range can't shoot, since everything is so weapon-intensive and model-by-model now.
First, you must pick the target units for the attacks. In order to attack an enemy unit, an enemy model from that unit must be in range of the attacking weapon (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and visible to the attacker (if unsure, stoop down and get a look from behind the attacking model to see if the target is visible). For the purposes of determining visibility, an attacking model can see through other models in its unit.
So what you are saying is that if 5 out of 10 models in a unit is within range, then all 10 will shoot at the target?
In order to attack an enemy unit, an enemy model must be in range of the attacking weapon ... and visible to the attacker.... (it clearly doesn't say "your unit") I believe it 100% = target in range of your individual model. But also, all 10 of yours might only be in range of 1 out of 10 enemy models in a unit. All 10 can still fire on the unit (same in 8th)
Under the test for the Shooting Phase it does. "Pick one of your units. You may not pick a unit that ran or retreated this turn. Each model in the unit attacks with all of the missile weapons it is armed with (see Attacking)." Under Attacking it is slightly different with the reference to the "attacking weapon" but that is used to refer to the stats of it. Not specifically for individual models making it vague and up to interpretations. I believe the way you described it is the way it is intended to work, but there is a clear contradiction in the "simple rules"
I'm not sure there can be a contradiction. In the shooting phase, you choose targets and resolve with the attack rules (roll to hit etc for things in range of the attacking weapon (ranged) in question.) In close combat, you choose targets and resolve with the attack rules (roll to hit etc for things in range of the attacking weapon (melee) in question - some melee weapons - spears, claws have a longer range than bites.) Some controversy might creep in if you have skinks with boltspitters and clubs. do they have 2 attacks in melee? By my reading, yes.
I agree. If you read the entry for Oxyotl it says he used one of this darts as a melee weapon. So Skinks probably do the same since they aren't weighed down by shields now.
Spitter/Club is a freakin' intense combo, man. It is incredible how good skinks are. Still can't get over Sunleech Bolas.
RAW, you can shoot into combat. Anyone read anything different? It says you just have to be close enough. Also you can shoot/attack more than one target, even with one model. From what I am seeing, my Skinks can fire their Dartspitters/Javelins while they're in close combat, just during the shooting phase. Then they can follow up with normal attacks during the combat phase. This would make units with multi-shot weapons pretty deadly. Targets just have to be in range. Means that Kroq-Gar can wreck some face too, haha.
Correct. You mean split fire? That's debatable. It doesn't say that you can't, buuuut.... *shrug* I'll look for shooty models that have a special rule for splitting fire. That'd settle that one. Otherwise, not sure. It doesn't say that you can.. sooo... *shrug number two, slightly more exagerrated, teeth gritting, eyebrows raised, looking to the left* Eeeehhh..! Sounds right. Helloooooo STEGADON SUNFIRE THROWERS WOOOOOO!!!!!! Sunleech Bolas!!! HAIL CHOTEC!!
That's a big bag of Kudos to GW for finally streamlining attacks... cannons just got better though! x_X
Oh, they've definitely been toned down (finally!). I just meat better in the sense that they can split fire.
The way I read it if a unit of skinks have boltspitters and moonstone clubs the get one shooting attack and two melee attacks (all available weapons). I also understand that the entire unit does not have to shoot at the same unit. I am making this assumption based on close combat. You can have one unit in combat with two enemy units and they will attack whoever they can reach. Does that mean that if 10 of my skinks can reach one unit and the other 10 a different unit, that’s how I divide the shots?
You can split you attacks between as many units as you would like only if the model shooting has more than 1 attack, the rules as taken from the picking targets section states "If a model has more than one attack, you can split them between potential target units as you wish. If a model splits its attacks between two or more enemy units, resolve all of the attacks against one unit before moving onto the next one." So how I see it, if I have a unit and each model has 2 shooting attacks he can use 1 attack on 1 unit and then the other on a second unit. Showing the faster rate of fire can be used to bog down 2 enemy units. What I usually do is if I have a unit of 10 models with 2 attacks each fire my first 10 shots into the closest unit, see how many I drop and then I can use my second volley of 10 shots at the same unit if I didn't get as many wounds as I would like or fire off onto another unit. Save wasting 20 shots on a unit which only has 5 models left for example.