I have lots of Skink archer models (I use them to fill up my Skroxigor cohorts). I kind of want them to come back because I have the models. If I didn't have them, I don't think I'd want them. Blowpipes and javelins both seem better. The extra range is nice but I'd rather have multi-shot or quick to fire (I am very fond of quick to fire).
I guess it depends, if they bring them back while keeping blowpipes and javelins it's not a big deal for those who don't want them. In skrox blocks they can volley fire, that's probably the greatest benefit. pro: -volley fire -6" more range (thus 3" more long range) -fixed strength (dunno, cause your opponent might wanna hex your skinks ) -cheaper? maybe? con: -no quick to fire/multishot I don't know, I think the shortbows were before I got into the hobby.
wouldnt mind the option, but as it is im just too big a fan of rolling for yatzy with multi-shots to consider anything else.
I would not mind if they came back. I would expect that they would not have poison shots though (too powerful at range).
poison + volley fire would be nice. quick to fire loss is okay if your aren't moving and shooting anyhow. I think though the javs and blowdarts are more in line with where the army is headed fluff and tactic wise. Shortbows would be out of place I think.
Not particularly. They'd probably be superior to javelins due to the range and volley fire, in which case they'd be a points-costed upgrade, or lose poison, in either case its not worth it. I prefer to keep Skinks cheap and cheerful if they are ranks. Thematically, javelins and blowpipes work much better, and mechanically they are also fun to use and refreshing from the usual archer blocks you see elsewhere. I just wish that javelins were volley fire too... Practically, it's not going to happen for the same reason that we won't get additional weapon options on Saurus Warriors - GW would need to re sculpt the Skink box set.
When ranged weapons have strength as user it is always unmodified. I want shortbows to come back. They would be very powerful though. I'd like the points costs to be like this: Cohort with javelins+shields = 4 Cohort with shortbows = 5 Skirmishers with javelins+shields = 7 Skirmishers with blowpipes = 7 Skirmishers with shortbows = 9 Skirmishers with shortbows have so much space to shoot from... think of Gutter Runners (18" BS4 x2 shots with poison for 19 points. They are also ok in combat, have a 6+ ward, scouts and an excellent psuedo tunneler rule)
When you describe gutter runners like that for 19 points makes chamo skinks look like even more of a steal. For only 12 points they lose ambusher (which is awesome but not worth 7 points) the 6+ probably equals the extra minus one. And I guess I'm forgetting the extra 6inch range.
Bows on a Skrox unit would be awesome! I always get a sad face when I go to roll stand and shoot reaction and only get like 6 shots... It would be a happy day to stand and shoot with ~20 poison bow shots!
I don't expect they'll come back. The current skink kit is well made and unlikely to be replaced, and I think the javelin/blowpipe options are more in with the feel of Lizardmen in the last couple of editions.
I wouldn't bother. There are javelin choices which I never take. I take skinks for poison - I write off pretty much anything that hits which isn't a 6, so leave me with blowpipes and I'll never complain!
From a fluff perspective, I think it would be fitting - the Lizardmen obviously have the technology (the giant bows on the backs of Stegadons) so it would be logical for them to also have bows as small arms. One could, however, explain it as skinks having problems with using bows because they have claws, which can damage the strings - especially since the current model of the 'giant bow' is more of a genuine mechanical ballista rather than the old form where the bow was pulled back by hand by a pair of skinks.