8th Ed. Short range rule??

Discussion in 'Lizardmen Discussion' started by jrobz23, Jul 25, 2010.

  1. jrobz23
    Jungle Swarm

    jrobz23 New Member

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    v4 player coming back from the dead..

    I love new the new rules! I have 1 q so far though. While reading through the rules, I don't see a rule present in previous versions. The was a rule that short ranged missile weapons didn't get a -1 for "long range" shots. This could make skinks MUCH less effective with our indecent > 6" shots.
     
  2. Ilnar3
    Chameleon Skink

    Ilnar3 New Member

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    Skinks have javelins,,,,, 12 inch range now with quick to fire, makes them much better
     
  3. Caneghem
    Carnasaur

    Caneghem New Member

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    Yeah, I could not find that either. So while javelins went up in range to 12 inches, they now take the long range penalty. In 7th, all throwing weapons had no penalties for range, but it looks like that has changed.
     
  4. jrobz23
    Jungle Swarm

    jrobz23 New Member

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    Yeah, I used to use skinks en masse. This will change my entire army build. This and charge range change, really pigeon holes skinks.

    That being said, Saurus still rock hard! No worries, just different..
     
  5. ShivanAngel
    Skink

    ShivanAngel New Member

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    My 2 units of 10 skinks killed WELL over their points in my 8th games, so much so that my opponents have started hitting them hard with shooting.

    The fact that they can move and shoot with no penalty is also awesome. I love my skinks more than ever.

    Im tweaking my list so i can actually run 4-5 blocks of 10 skinks...

    Our skirmishers got a bit worse tho since blowpipes are not quick to fire :'( .

    So a march+doubletap+long range is hitting on 7's...
     
  6. Vilicate
    Saurus

    Vilicate New Member

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    One import thing to remember is that your skirmishers can march and fire now. You can't be charged if they don't have line of sight to your units. Plus, with the ability to pass a leadership test and still march, you should often be able to run circles around your targets and plink them to death.
     
  7. ShivanAngel
    Skink

    ShivanAngel New Member

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    This is a great point. Skink skirmishers are incredibly mobile, with free reform and what not the no more 360LoS is a non factor.

    The only issue with skirmishers is if you arent close range you cant double tap your blowpips and have to do a single shot volley. Well you can but will be hitting on 7's which kind of defeats the purpose.
     
  8. jrobz23
    Jungle Swarm

    jrobz23 New Member

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    Yeah T2 + Long Range basically gives us BS2.. gotta keep moving.
    :depressed:
     
  9. skinky
    Skink

    skinky New Member

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    Chameleon skinks are AWESEOME. Deploy behind your enemy and watch them get frustrated as you harass them from behind the entire game. BS is 4 so you can take a -3 and still double shoot poison. Also they are -2 to hit with shooting so very survivable. These are my new favorite units.
     
  10. ShivanAngel
    Skink

    ShivanAngel New Member

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    Yeah i ran 2 units of 6 in one of my last games, think each unit made back double its points at least...
     

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