8th Ed. Stegadon and howdah crew help

Discussion in 'Lizardmen Tactics' started by Carnosaur Nr1, Sep 16, 2013.

  1. rantapanda
    Kroxigor

    rantapanda Member

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    ohhbboy the giant blowpipes stink x.x
     
  2. Carnosaur Nr1
    Saurus

    Carnosaur Nr1 Member

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    still better then the giant crossbow?
     
  3. n810
    Slann

    n810 First Spawning

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    YEP. :D
     
  4. Carnosaur Nr1
    Saurus

    Carnosaur Nr1 Member

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    Can you still stand and shoot if someone fails on the terror test?
     
  5. n810
    Slann

    n810 First Spawning

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    UMMM.... o_O

    Stand and shoot happens when you get charged...
    Terror check happens when YOU charge...
     
  6. Carnosaur Nr1
    Saurus

    Carnosaur Nr1 Member

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    I must have been playing with some old rules because a person told me that someone that charges a monster with terror must take a terror test and if it fails the unit can't move that turn
     
  7. Wizgamer
    Cold One

    Wizgamer New Member

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    I'm pretty sure that if you charge something with terror, the charger must take terror test.....
     
  8. n810
    Slann

    n810 First Spawning

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    but the steg itself is immune since it also causes terror.
     
  9. Enkill3
    Skink

    Enkill3 New Member

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    No..... You would have to take a fear test in combat,
    But terror only works when the thing causing terror charges
     
  10. Carnosaur Nr1
    Saurus

    Carnosaur Nr1 Member

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    Yes that is true and its immune to psychology which also take away the terror. But I was thinking of those who arent immune or have terror or fear. When you get charged by them that they need to take a terror test or else stand still but this must be and old rule that a person told to me
     
  11. n810
    Slann

    n810 First Spawning

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    Yea it was a 7th edition rule.
     
  12. Carnosaur Nr1
    Saurus

    Carnosaur Nr1 Member

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    OMG when will they stop nerfing terror. I heard from some friends that it was so good in the old days
     
  13. rantapanda
    Kroxigor

    rantapanda Member

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    well i guess it depends what u are trying to do with it. after moving, and in long range, ud just need sixes with the shots to do anything. i guess its ok against anything that we normally shoot poison at.

    giant crossbow targets different units. stuff with high armour and multiple wounds i guess.

    no wait.. forgot that the multiple shot also give u -1 to hit... yes.. giant bow for me please
     
  14. Smexygor
    Chameleon Skink

    Smexygor New Member

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    4d6 shots is good if you are chasing non skirmishers. Move within 9" and unload a lot of poison. (I have missed entirely with no 6's on 15 shots before. Sigh.) If they charge, 4d6 shots hitting on 6's. I love using it on sword masters, light cav, chaff. Giant bow? Only if I use Hand of Glory first.
     

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