Hey all, just started wondering if i've been playing my skinks wrong the entire time (about 10 games or so). Lets say i marched with my skink unit armed with blowpipes within 12 " so all of the skinks can shoot this turn, though its long range because I want to have the enemy as far away from me as possible. So -1 to hit for: Multiple shots Long range Marching and shooting/moving and shooting Equals poison doesnt work? I appriciate all upcoming awnsers!
Yeup, on rolls that need a 7 or more poison doesn't work.. You are wounding as if we were using some cheap human or elf crap
Man, thats bullshit. Now I need to think when feilding Skinks and use them in battle. But wait, really...that means that all of the skinks have to be within 6" for the poison to work at all with skinks? that is fucked up and waaay too close. And so, in worst case scenario, if they are charged i still get -3 to hit?
either that or you could not repeat? that has happened quite a lot to me but if you have the skirmishers in units of 10 then you still get 10 shots off.
That is why I only take skinks with javelins. I only take chameleons for the most part now. Usually, I leave the skirmishers at home in favor of more core troop choices (usually cohorts with Krox as I like my all skink armies).
If charged, you are only at -2 (-1 for the charge and -1 for double tap) as you do not fire until they are within 6 inches.
That is incorrect. All charge reactions are declared and resolved before the chargers are moved. Therefore, so is a Stand and Shoot reaction. If the enemy is at Long Range, you will take the Long Range penalties. If the enemy is outside of maximum range, the rules specify that you shoot the moment they enter your maximum range.
Well, when you take a smaller unit of skirmishers you usually won't have an opponent that wants to spend a turn chasing 70 (or 80) points off the board and throw off his battle line. If you get good with measuring out your distances and such you can set those small units up in nice tight places that will make your opponent second-guess what he/she is doing as well as put your units in good positions to fire.. And as n8 said, you don't have to use the multiple shots! Do what is best! That is the only thing that still makes me like to take a unit with blowpipes as well as a unit with javelins. Kinda like what I do with Saurus
Yet another reason to NOT take blowpipes. I always take javelins. I will gladly pay the extra points for them.
So has there been an answer from GW as to whether the blowpipes are Quick-to-Fire or not?? Because honestly, I don't know why they wouldn't be... -.-
This is the way we play it at our club. The reasoning is that the charged unit waits for the best possible shot.
I really wish that were the case, but the rule seems pretty clear. Page 17, "A S&S reaction can be declared against an enemy unit that starts its charge outside the firing unit's maximum range - the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon." A fluff reason would be that the unit shoots as quickly as possible so they can ready their hand weapons for the combat.
It doesn't I'm afraid. A stand and shoot reaction is carried out if the enemy declares a charge and is carried out at whatever range your opponent happens to be at. If he's outside your maximum range then you still shoot as if he's at the maximum range (as said before). Note that you can't make a stand and shoot reaction if the enemy is within his movement range when declaring a charge, unless you have a weapon that is Quick to Fire.
do take in account that even if the enemy is out of range when declaring teh charge, the S&S happens when he is in max range of all weapons, thus if you have a large enough unit, when the last rank is in range, the front rank might be within short range. in our case it would mean a unit thats at least 6" deep