Hello all,
I am a bit confused about the rules of blowpipes javeline and quick to fire.
Firstly here is what I understand:
Javeline:
Quick to fire
12"
Strength : depends on user
Jungle poison
Blowpipe:
**NOT quick to fire**
2x multiple shots
Strength always 3
12"
Jungle poison
My understanding to quick to fire:
you can move and shoot with no -1 penalty
you can always stand and shoot with no -1 penalty
HOWEVER, in the BRB, I cannot find any indication that javelin or blowpipe does not suffer the long range penalty.
So, is it correct that, when shooting at long range ( 6+ inches ) , javelin and blowpipe both suffers a -1 long range penalty?
So in most situations:
The blow pipe will hit on 4+, -1 for moving, -1 for long range, making it requiring 6+ to hit
So double tapping always starts at 5+, you better move and shoot in short range, or don't move at all and shoot at long range......
Since the blowpipe is only available in Skirmishers Skinks, they can always march and shoot (with -1 penalty since blowpipe is not quick to fire)
that's pretty bad lol
For Javeline, it goes as follow:
starting at 4+, long range makes it 5+
Skirmisher making it able to march and fire, march 12 inches, shooting anything within 6" is 4+, 6"+ then its 5+, plus direct wound due to Jungle poison
Is it just me or is blowpipe completely worthless.....?
The only situation that may be good is when a group of 20 skirmisher skinks get charged within 6" they can stand and shoot and double tap, thus throwing 40 D6 , all 6 will be a direct wound
If they get charged further than 6" then you only get 20 D6 with all 6 being direct wounds......
1 point for javeline and shield is a no brainer...........?
I am a bit confused about the rules of blowpipes javeline and quick to fire.
Firstly here is what I understand:
Javeline:
Quick to fire
12"
Strength : depends on user
Jungle poison
Blowpipe:
**NOT quick to fire**
2x multiple shots
Strength always 3
12"
Jungle poison
My understanding to quick to fire:
you can move and shoot with no -1 penalty
you can always stand and shoot with no -1 penalty
HOWEVER, in the BRB, I cannot find any indication that javelin or blowpipe does not suffer the long range penalty.
So, is it correct that, when shooting at long range ( 6+ inches ) , javelin and blowpipe both suffers a -1 long range penalty?
So in most situations:
The blow pipe will hit on 4+, -1 for moving, -1 for long range, making it requiring 6+ to hit
So double tapping always starts at 5+, you better move and shoot in short range, or don't move at all and shoot at long range......
Since the blowpipe is only available in Skirmishers Skinks, they can always march and shoot (with -1 penalty since blowpipe is not quick to fire)
that's pretty bad lol
For Javeline, it goes as follow:
starting at 4+, long range makes it 5+
Skirmisher making it able to march and fire, march 12 inches, shooting anything within 6" is 4+, 6"+ then its 5+, plus direct wound due to Jungle poison
Is it just me or is blowpipe completely worthless.....?
The only situation that may be good is when a group of 20 skirmisher skinks get charged within 6" they can stand and shoot and double tap, thus throwing 40 D6 , all 6 will be a direct wound
If they get charged further than 6" then you only get 20 D6 with all 6 being direct wounds......
1 point for javeline and shield is a no brainer...........?