8th Ed. Skinks?

Discussion in 'Lizardmen Discussion' started by benji 1337, Apr 3, 2012.

  1. benji 1337
    Jungle Swarm

    benji 1337 New Member

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    hey :)
    do skink skirmishers have quick to fire if they have blowpipes? :)
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    No, only javelins are quick to fire.
     
  3. benji 1337
    Jungle Swarm

    benji 1337 New Member

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    Okay :) Thx :)
     
  4. Maazie
    Cold One

    Maazie Member

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    Another Question to add on to this topic.

    Is it best just to shoot with skinks constantly then flee when charged ALWAYS?

    Also Blowpipes vs Javelin and Shield on Skirmishers, why would anyone use Javelin and shield?

    Also, how best should you use a Skrox Unit. I find it hard to keep my CR up in combat unless i'm flanking. Good thing for Steadfast. I normally use 2 Kroxigors in a Unit.
     
  5. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Shooting is the best way to use skinks. I would only charge if you think you can get a rear charge on a unit to help out your saurus with a +2 CR.

    Fleeing or holding is definitely an choice with many factors you need to consider. Is there a more valuable unit behind your skirmishers? Will tying up the charging unit for a turn of combat allow you to get a flank charge on the unit? Will fleeing pull that unit out of position? Do you think you can kill enough models with stand and shoot to panic them? Etc, etc. I'll gladly throw a unit of skinks under the bus if it means stopping a flank charge on another unit.

    Javelins and shields vs blowpipes. Both have the good points and bad points. I actually busted out my statistics book a few weeks ago pondering this question. Here are some stats that I've come up with:

    Assume we are attacking a typical unit (T3, AS4+) with a unit of 10 skirmishers.
    BLOWPIPES:
    Short range, single shot: 5 hits, 3.3 wounds including 1.6 poisoned, 1.6 unsaved wounds.
    Short range, double shot: 6.6 hits, 5.0 wounds including 3.3 poisoned, 2.5 unsaved wounds.
    Long range, single shot: 3.3 hits, 2.5 wounds including 1.6 poisoned, 1.2 unsaved wounds.
    Long range, double shot: 3.3 hits, 3.3 wounds including 3.3 poisoned, 1.6 unsaved wounds.
    Move, Short range, double shot: 3.3 hits, 3.3 wounds including 3.3 poisoned, 1.6 unsaved wounds.
    Move, Long range, double shot: 1.6 hits, 0.8 wounds including 0 poisoned, 0.4 unsaved wounds.

    JAVELINS
    Short range: 5.0 hits, 3.3 wounds including 1.6 poisoned, 1.6 unsaved wounds.
    Long Range: 3.3 hits, 2.5 wounds including 1.6 poisoned, 1.2 unsaved wounds.

    Pretty much the same statistical killing power and Javelins will never require a 7+ to hit, under normal circumstances. Additionally, javelins allow to stand and shoot no matter what, and you get a 6+ ward save in close combat. But then again your unit costs a little bit more.
     
  6. rag
    Saurus

    rag New Member

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    Granted I have been playing for a grand total of two months but I have found javelins and shields my first coice.
    Ten with javelins seem to have the ability to take out chaff much better than the pipes with the 6+ save and 6+ ward. The ability to always stand and shoot also.
    I can happily throw ten into harpies and the such like and would hesitate when armed with pipes.
    With the way combat res works in 8th the charge can really catch people out with these little fellows ad swing it.
    I have seen it said on other topics too that the pipes sould be saved for chamelons and I totally agree with this. Once you move, double tap etc they just do not put out the damage.
    I suppose if the only way they are used in the army is to bait and flee the javelins are wasted points but for multi use I go javelins all the way
     
  7. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    As for Skrox, if you are using them as a main fighting unit like saurus I would recommend going with 3 Kroxigor in the unit. More killiness! Otherwise using them as a flanking unit to support saurus is the way to go, like you already mentioned.

    You can also use the Skrox to tie up elites or things with great weapons. Basically saurus will be killed just as easily against an opponent of S6 or higher, so Skrox would be favorable in that situation as to reduce the points lost per wound while still being able to strike back with your own S6 monsters. Just make sure you have enough skinks to last a few rounds.
     
  8. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I always pay the extra points for javelin and shield. This is due to my play style. I generally like to get up close with the skinks, in order to make sure I always have the poison ability, I take the javelins. If I am always going to only single tap (do to modifiers removing poison), I would rather be able to stand and shoot in most cases (quick to fire javelins).

    Also, if they do get into combat, I want them to have a chance of holding out more than one round of combat. I know they will probably die, but to me, it is awesome to watch a unit get help up by a skink skirmisher unit.

    When I run a large skrox unit, I will take 55-65 skinks and 3 kroxigors. This unit usually works in conjunction with my TG unit as a hammer and anvil. I like the skrox unit because it casuses fear and it works well for me. Yea, I the skinks die in huge numbers, but it is just fun to play.
     
  9. Maazie
    Cold One

    Maazie Member

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    Interesting. The Math Breakdown helps. Thanks man. =P
     

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