Scar-Veteran
spawning of Bob
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So, combat only exists in the combat phase (like attacking a building in 8th) Between rounds of melee, you just have a couple of close packed groups of dudes checking their facebooks or whatever.
If my shooters can see enemy in range, they can shoot them. Even if they are checking Twitter.
Rules controversy: what constitutes line of sight -"visible to the attacker" might mean you can shoot through your own melee troops (which stupid, but makes for some cool tactical positioning) OR you can't - which would be horrible because the definition of LoS here is so vague you could drive a stegadon through it and there will be arguments aplenty.
The safest interpretation is that if your model can see an enemy toenail, they can fire. (which is stupid)
Melee or ranged skinks?
A unit of Skinks has 10 or more models. Some units wield Meteoric Javelins and carry Star-bucklers.(javelins are melee and ranged weapons) Others loose crackling projectiles from Boltspitters and either wield Moonstone Clubs (ranged and melee) or carry Starbucklers, (ranged and melee) while some fight up close with Moonstone Clubs and Star-bucklers. (melee only)
Your choices of arms are best combat = no ranged, best ranged = lose either best melee or lose shields. Javs and shields is the middle ground. MathAoS (doesn't sound right) to work out which is the most effective build.
Skinks can be wary fighters (they can back up instead of pile in)
SO if your cute little skinks end up i
n someone's 3" melee range these are possible scenarios:
Skink Chaff?
Imagine the enemy is pointing a big monster / cavalry charge at your slann or what ever from 9 to 12 inches away. They will complete the move / charge combo on their next turn.
It is your turn. Your skinks shoot (monster / whoever, doesn't matter) then you move them 4 inches in front of the monster, then you charge their face. In combat you go first and back up > three inches. Turn ends.
Next turn. Monster charges skinks.
Enemy attacks first. Skinks die. Slann has avoided one round of combat, has time to float away to check his emails.
OR Next turn. Monster charges skinks.
You choose to fight that combat first. You back up >3 inches. Combat is over. Turn ends
Your turn - you move into a very wide formation so the enemy can't move past you before charging the slann. You shoot - charge (and change formation as you do so) - back up - as many times as you can.
OR you survive combat in your turn and have a single model in 3" of his monster. In his turn he can ONLY stay still or retreat while that model lives. It cannot declare a new charge if it retreated (I love this) even if the skink gets shot off the board 5 seconds later. If the skink lives, the monster can't do anything other than melee with the skink for the whole turn.
Hmm. Strokes beard. There is much to consider.
If my shooters can see enemy in range, they can shoot them. Even if they are checking Twitter.
Rules controversy: what constitutes line of sight -"visible to the attacker" might mean you can shoot through your own melee troops (which stupid, but makes for some cool tactical positioning) OR you can't - which would be horrible because the definition of LoS here is so vague you could drive a stegadon through it and there will be arguments aplenty.
The safest interpretation is that if your model can see an enemy toenail, they can fire. (which is stupid)
Melee or ranged skinks?
A unit of Skinks has 10 or more models. Some units wield Meteoric Javelins and carry Star-bucklers.(javelins are melee and ranged weapons) Others loose crackling projectiles from Boltspitters and either wield Moonstone Clubs (ranged and melee) or carry Starbucklers, (ranged and melee) while some fight up close with Moonstone Clubs and Star-bucklers. (melee only)
Your choices of arms are best combat = no ranged, best ranged = lose either best melee or lose shields. Javs and shields is the middle ground. MathAoS (doesn't sound right) to work out which is the most effective build.
Skinks can be wary fighters (they can back up instead of pile in)
SO if your cute little skinks end up i
n someone's 3" melee range these are possible scenarios:
- You choose to "attack" first. You warily back up 8 inches. You are out of melee range. combat over.
- You pile into combat, knowing that if you do some damage, the enemy will take a battleshock test that turn and might pop.
- You pile into combat, knowing that if you might get a lucky wound in. If you survive the combat In your next movt phase you move back 8" and pepper them with bolts (and hope they fail the next move / charge phase or charge someone else) or stay close (blocking their charge options) and shoot them before their next move / charge phase.
- Enemy chooses to attack first. They pile in and strike (as usual) you roll (as usual). Casualties removed. Then you warily back up.
Skink Chaff?
Imagine the enemy is pointing a big monster / cavalry charge at your slann or what ever from 9 to 12 inches away. They will complete the move / charge combo on their next turn.
It is your turn. Your skinks shoot (monster / whoever, doesn't matter) then you move them 4 inches in front of the monster, then you charge their face. In combat you go first and back up > three inches. Turn ends.
Next turn. Monster charges skinks.
Enemy attacks first. Skinks die. Slann has avoided one round of combat, has time to float away to check his emails.
OR Next turn. Monster charges skinks.
You choose to fight that combat first. You back up >3 inches. Combat is over. Turn ends
Your turn - you move into a very wide formation so the enemy can't move past you before charging the slann. You shoot - charge (and change formation as you do so) - back up - as many times as you can.
OR you survive combat in your turn and have a single model in 3" of his monster. In his turn he can ONLY stay still or retreat while that model lives. It cannot declare a new charge if it retreated (I love this) even if the skink gets shot off the board 5 seconds later. If the skink lives, the monster can't do anything other than melee with the skink for the whole turn.
Hmm. Strokes beard. There is much to consider.
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