8th Ed. Skirmisher Charge Reaction Question and Suggestions Needed

Discussion in 'Lizardmen Tactics' started by Saurvens, Jul 5, 2012.

  1. Saurvens
    Jungle Swarm

    Saurvens New Member

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    Hey,
    I am a little confused about the new rules for skirmishers in the 8th edition and errata.

    I am right now between fitting two units x10 of skink skirmishers into my 1000 pt army or putting three units of x10 skink cohorts in my army to screen my saurus units.

    Problem is I dont really understand the rules for fleeing with skink skirmishers.
    If I put my skink skirmishers within the 12 inch range for long range shooting what happens if I flee as a charge reaction successfully. Say...

    My unit of skink skirmishers gets all x10 of its models in the long range distance for it's blowpipes to shoot for my first turn.
    The next turn my opponent's dwarves declare a charge against my skink skirmishers. I then choose the flee reaction because I cant stand and shoot with blowpipes.
    Now that it is a turn later I will go and in the compulsory movement phase rally my skinks. I rally my skinks and now does this mean that they just sit there, not shooting or moving(besides turning around) for the rest of the turn?
    If so then next turn he can just move up and charge again...?

    My problem is that skirmishers get free reforms. So I wasnt sure if the skirmishers reforming after fleeing could possible shoot or move because they dont take penalty for turning around/reforming.

    My question ends with this:
    Is fleeing as a charge reaction(besides being fast calvary) useless? And if so then hit and run tactics arent very good. If thats so should I just take the 3 units of cheeper cohort and just stand and shoot instead of trying to take units and use the "hit and run tactic". Lastly, what charge reaction should you do if your salamanders get charged(same kinda problem).

    I have read a lot of posts and I have read the rule book and errate over and over and am still confused. Any help/suggestions would be great.
    -Best
     
  2. Anton_S
    Temple Guard

    Anton_S Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Correct, you can't do much after fleeing the charge, just form up. Remember though that this can be in any formation so you don't have to keep the same one you had before fleeing. This can be useful to clear lanes for your combat units to move through.

    Fleeing from a charge is still useful in many cases. For one thing it will keep your opponent moving very slowly if he fails the charge (though it's not a huge loss for Dwarfs!). It is generally even more useful if they catch you though as they will be pulled way out of position by a long move the other Dwarfs can't match and at this point you should be able to hit him with a combined charge or some other nastiness.

    You said you can't Stand and Shoot with your blowpipes. Why would that be? I'm thinking it would be a good option against Dwarfs doing a 10"+ charge.
     
  3. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Not sure if these answer your questions, but to clarify some things:
    - The only time you don't get to do a stand and shoot reaction because of distance, is when you're within the charging unit's base move (eg. Saurus have M4, so stay outside 4 inches against them). Doesn't matter if you're 14" away, you still get a stand-and-shoot at long range. Similarly, if you're within half range, and outside the charger's move, you count as shooting at short range.
    - Once you rally, you can't do anything, except reform.
    - Fleeing is not useless. You get to run away and not die. The enemy either restrains, or stumbles forward, and potentially makes himself open to counter-charge.
    - Hit and run is as useful as any other tactic. It all comes down to how you apply it. Though yes, I do find skinks better as redirectors.
    - Salamanders don't get to stand and shoot. Read the rules.
     
  4. Saurvens
    Jungle Swarm

    Saurvens New Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Thanks for the responses. It helped a lot.
    My last problem is with whether to take the 3 units of cohorts x10 or 2 units of skirmishers x10.
    I can see more of a plus to using three units of cohorts, but im not sure
    Cohorts Screen:
    1. cheeper so more models and shots.
    2. i plan on keeping my skinks farther back, at a the max range of 12 inches away so I wouldnt use the skink skirmisher blow pipe double shots as much.
    Skirmisher Screen:
    1. More moveability to angle unit so you can make sure units overrun at a off angle from your front line.
    2. Can be put into woods for stubborn.

    I am leaning towards the 3 units of cohorts infront of my saurus blocks instead. What do you guys think. Again thanks a bunch.
    -Best
     
  5. Devean
    Saurus

    Devean Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Hi Saurvens,

    I'd take the 2 x 10 skirmishers. They can march and shoot (which the cohort can't do) and they get a -1 to hit against ranged attacks. Personally, the only time I would take a cohort is if I was playing Blood and Glory and needed another banner :)

    The skirmishers *can* also be more survivable. The march and free reform allows them to be positioned at enemy flanks and shoot without fear of being charged (if they're out of charge arc). I find them very useful in this regard.
     
  6. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Just to continue about the march and free-reform, this can also be used for great effect when redirecting. You can form _exactly_ the angle you want to force your opponent's hand. But, I'm starting to warm to cohorts a bit. Being 20 points cheaper does make them more disposable, which is a good thing.
     
  7. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    Re: Skirmisher Charge Reaction Question and Suggestions Need

    Just be careful that when you do that "free reform" after marching your skirmishers that no skirmisher moves more than his maximum move (12"). My opponents are quite anal about this and tend to micromanage my skirmisher movement. Really gets on my nerves, and is perhaps a good argument for making some skirmisher movement trays.
     

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