if i run a big 39 skink skirmisher unit with blowpipes and a skink chief with war banner i would get something like 125 poison darts. but im not sure its legal lol the frenzy rule doesent say anything about the exyra attack only being in close combat. what do you think?
There are several reasons why this won't work. First one frenzy does not affect shooting attacks. The number of attacks a model has never affects its number of shots, the ranged weapon itself will tell you how many shots can be fired. Second, with a unit of 40 skirmishers (meaning they have to be 1/2" apart in their formation) I think you would have a very hard time getting them all to be in range of your target without being completely on top of them. They would also lose the ability to move around units to harass them due to their bulk. Third, even if frenzy did give them another shot (it doesn't) you would need to pass a LD test each turn to prevent them from charging, a LD test that would most likely be on their own (7), not so good. edit: and as arli has pointed out, you can't have more than 20 in a unit anyways.
Even if you have a unit of 20 (max size) the range of the blow gun 12" if very prohibitive. With long range over 6" you must either be right on top of the target unit or rolling for 6s. Base To hit 4 Move 5 Long Range (over 6") 6 Multiple shots 7 So you either do not multi-shot or dont move or must be roughly 2" away. All of these are difficult choices. If the skink unit gets into combat...it is basically an auto loose/break scenario. Anyone who allows a skirmish unit to sit on its flank/rear unmoving double tapping...is a fool at best. BG skinks are gimmie points to any competent opponent. Javs are simply a better option.
I have been lurking around here for a while now and thought it was time to poke my head in. What makes javs a better option, the range is similar, you only get one shot and the no penalty to hit for long range is gone, so you are still hitting on fives so no poison and you are paying more.
if you hit on sixes, then you still get poison, and if you hit on fives, then there is still a chance that you can wound. if you're hitting on sevens, then you get no poison and rely solely on beating toughness to wound, and your chances of even hitting are far lower with sevens. even if you don't double-tap (the advantage of blowpipes), then you still only hit on sixes (which also wound automatically). so if you can't double-tap, then javelins have a clear advantage; especially for only a single additional point per model. then there is the stand and shoot advantage...
Um... Aren't we using D6s? So hitting on a 7 is technically not even possible. So you don't get poison or even a chance to wound at all. But I haven't really read the 8th Edition book much, yet, I could be wrong.
When you need a 7 to hit you need to roll a d6 and get a 6 and then roll the dice again and score a 4-6 (guessing.. can't remember the actual number).. I don't have my RB with me but it's in there if you go to the rules for the shooting phase. Just look in the section that talks about ballistic skills and such!
Javs are better because: 1) No move and shoot penalty 2) Able to Stand and Shoot regardless of charge range 3) No temptation to double tap, meaning you get more hits Just my opinion, of course, but I've found they work better for me. The only blowpipes I use are the Chameleons, since I can move and double tap with them and not need 7s.
Correct. If you need a 7, then you need to roll a 6 and then 4-6, 8 requires 6 then 5 or 6, 9 requires 6 then 6, and anything beyond that is impossible to hit. Though how exactly one would need a 9 is difficult to imagine.