I keep reading about people marching their chameleons and then multishooting, or throwing javelins after marching...I think this is wrong, no? As I understand it, you can never march and shoot with any weapon (unless you are fast cavalry, I think). The only special rules I know of regarding our shooting is that we double shoot blowpipes without taking the -1 for double shooting (but almost always have to move to get off a good shot, so are typically -1 anyway); and can move and fire javelins without taking the usual -1 modifier (and can always stand and shoot with them). Can someone tell me if this is correct or if not, explain my error? THANKS!
In 8th edition, skirmishers can march and shoot. There is the reason everyone mentions it. That is also why salamanders are so deadly now. Myself, I usually take javelins on my skirmishers because if you end up at long range on something while double tapping, you will lose the poison ability. With javelins, that is not a problem. Hope this helps
Yes, that helps a lot, thanks! I had 2 units of 5 Chamos with blowpipes and 3 units of 10 skinks with javelins in my last game and my opponent would not let me march and shoot - I had a feeling this was wrong, but I still massacred him so in the interest of sportsmanship I didn't argue it. Next time I will be doubly prepared.
Also, only skirmishers can march and shoot. If it is cohorts (rank and file skinks), you cannot march and shoot. But, they can always stand and shoot.
pardon my ignorance but with sallys, do they get penalties to marching and shooting? I wouldn't think so unless template rules have changed.
Do javelin guys get a -1 penalty for shooting at long range? I know they don't take movement penalties.
Do javelin guys get a -1 penalty for shooting at long range? Yes, quick to fire does not remove that penalty. pardon my ignorance but with sallys, do they get penalties to marching and shooting? I wouldn't think so unless template rules have changed. No, distance does not affect the sally's abilities at all. Eating their handlers is enough, I think.
Unless I'm missing something, skinks don't have any special rule regarding multiple shots. If skinks double tap with blow pipes, they do take a -1 to hit penalty.
True. That is why I would rather take the javelin skink skirmishers. That way, if I do get charged, I can always stand and shoot. Plus, the shields just might (not really) save a few skinks in CC.
Unless I'm missing something, skinks don't have any special rule regarding multiple shots. If skinks double tap with blow pipes, they do take a -1 to hit penalty.[/quote] Skinks also take a -1 mod for moving and shooting. So base of 4 Move -1 Long Range (over 6") -1 Double Tap -1 If you do all 3 you are hitting on 7's which mean 6's followed by 4's and no poisons. lame.
I thought about the javelins, but you can do the same with blowpipes, you just dont multipleshot if you'd hit on 7 say there are 10 skinks with javelins - you get 10 poison attacks on long range while moving 10 skinks with blowpipes get 10 attacks on long range when moving as well, or 20 attacks on short range (or if stand and shooting) plus they are cheaper the only advantage is when target has, say, soft cover, so the javelins poison on long range, while blowpipes have to get close and cant use multiple plus that 6+ save, but what the hell?
You are forgeting that the javelin is quick to fire. You can always stand and shoot from any distance.