8th Ed. Skinks: Blowpipes vs. Javelins

Discussion in 'Lizardmen Tactics' started by latenightswords, Oct 1, 2014.

  1. latenightswords
    Skink

    latenightswords New Member

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    I know that the conventional wisdom seems to be to give them Javelins because they're Quick to Fire and the Blowpipes can't poison if you move and take a Multi-Shot. but I was wondering if anyone has had any luck taking single shots with Blowpipes on turns they move, only to setup a Multi-Shot the next turn that would hit & wound on a 6+. even talking through it seems like the Javelins are a lot more versatile as they'll always hit at long range on a 5+ with the chance of poison..... but I figured I'd see if anyone was able to really make Blowpipes work on anything other than Chameleons.
     
  2. n810
    Slann

    n810 First Spawning

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    single shots with Blowpipes on turns they move, only to setup a Multi-Shot the next turn that would hit & wound on a 6+. 
    Yep this is how I use them, against the high toughness armies in my group...
    usualy poision shots are usualy the only dice that seems to matter.
    and any type of skink that gets into close combat is almost certianly doomed. *

    *(Though Skrox units might survive)

    Using blowpipe skinks you have to be more carefull in your movement,
    try and place your skinks either in terrain features, our of charge arcs,
    or so that if your skinks get charged, they can flee and you can counter charge
    with something better.
     
  3. Dyvim Tvar
    Razordon

    Dyvim Tvar New Member

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    +1

    The massed poison shots from a blowpipe unit at close range (or long range without having moved) is really good against Monsters. You do have to be careful moving them so that they don't get charged.
     
  4. KingCheops
    Temple Guard

    KingCheops Active Member

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    Agreed with the other two posters. Both types fulfill very different roles. Javelins are better for traditional flanker jobs (redirecting, skirmishing with other flankers) and for pinging combat units for 1-2 wounds here and there. Blowpipe skinks work like Chams in that you are out there hunting specific targets -- particularly monsters and war machines. Use javelins to clear the way for your blowpipes to slip through their lines.
     
  5. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I usually take two Javelin units in most of my army lists. If I end up taking three units of Skirmishers I usually choose blowpipes for the third unit.

    Blowpipes are better at throwing down raw ranged damage but Javelins and shields make better redirectors and Skink Priest bunkers.

    Two Javelin Skinks per Blowpipe Skink. That seems to be a good ratio. Javelins are maneuverable enough I can use them as my dummy drops. The blowpipes I tend to deploy later so I can at least have a rough idea where the poorly armored enemies.
     
  6. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

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    One thing about single shot blowpipes is that shooting against other skirmishers, soft cover or similar things that'll grant you -1 To Hit penalty will be a much bigger problem. Besides if you can get into close range with javelins you're hitting on 4+, which is awesome. Those extra hits will eventually make an impact. That's not to mention the efficiency of shield + scaly skin. Those little buggers survive much more than they should haha :p
     

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