Apparently someone on warseer has seen the LM FAQ and posted some quick bullet points. Take it with a grain of salt, as we will get it in the next week or so. Also apparently GW stores have the FAQ's in hand already, but I am nowhere near a GW store so can't say for sure. http://www.warseer.com/forums/showthread.php?t=264901
Cool - great to see that a horned one is no longer a magic item! That was just stupid. Cheers for the link.
"Slann's free dice are subject to the 12 pool dice and no more than 6 dice per spell caps." I really hope he's wrong here, i was about to spam unlimited magic
I think it probably means you cant use the free dice on the first spell if you already have 12 in the pool, but we shall see Cant see how that would be capped differently to the rulebook! D
Yeah thats what it means. Further in the thread it is clarified as that, you can still use the free PD but if you start with 12 dice and throw a slann spell first (ie. before a priest uses any of the dice) it doesn't get the free dice.
Hoping against hope for Blowpipe quick to fire, even though we all know they wont get it (how are javelins easier to fire while moving than blowpipes?! Have you ever tried to throw a Javelin )
Although from what I know our Blowpipes won't need quick to fire anyway. Skink skirmishers are after all (drumroll) skirmishers. Cheers!
True, but compared to 7th, skinks get an extra 6" move at no extra penalty (march and shoot). So a lot more shots will be at short range, which will allow poisoned double shots.
Thats a good point, didnt really think about that. Planning shots a turn ahead to take advantage of poison was trickier than I ever thought it would be.
I didn't see anything about multiple shots giving a penalty to shooting when I and 2 friends were reading the book cover to cover today. Although I do hope that GW hasn't pulled of a similar layout to the 40k rulebook so that the rules are scattered all over the place... Cheers!
Hmm yeah I think from that that I will stick to blowpipes for skirmishing skinks, essentially 6" extra range for the double shot. I'm going to have to look at the new skirmishing rules closely though, I don't think I really like them yet.
One thing to keep in mind with Skirmishers is that like any other unit that can Shoot, only 2 ranks of that Unit can shoot. Lucky for Skirmishers they can Free Reform as many times as they wish so long as no model moves more than double its Movement value. This means you can Reform, in the Movement phase in preparation to shoot, into a structure that has 2 ranks by as many wide as you need. 5x2 if you have 10 or 8x2 if you have 16 for example. Keep in mind that with the 1/2 inch between each model you normally tight Skirmishing unit could get rather wide!
I think the new skirmishers will be useful still, being able to march and shoot, and reform basically just like fast cav, means they still effectively have 360 field of fire. I will probably just make 5x2 movement trays with the 1/2 inch gap. Then figure out where I generally want them to wind up, measure 12 inches from the model who has to move the furthest, then just put the unit in its new spot and facing (probably 6 inches from whomever they have to shoot).
Ah thanks, I'll check that right up. So they did pull off a 40k then, such a pity that. Saves space I guess. Cheers!