As I am making a skink themed list, I thought I'd ask the age old question all lizardmen generals are faced with. As I've never used javelin skinks, this is speculation, but it seems javelins are consistently good whereas it seems blowpipes have greater potential for damage but are far more inconsistent. Your thoughts would be apreciated
If you have the points to spring for Javelins, they are worth it. You can alway stand and shoot, you will be hitting at long range (after moving) on 6s still (you could not double tap in that case anyway). Also, if you get into combat, there is the 6+ parry ward save. That could make the difference in a combat where they need to hold an enemy up for a turn. When I take them, I will usually go for the javelin and shield combo. I use my chameleons as my primary shooting troops, so the blowpipes are not a loss to me.
Here are some calculations made for a unit of 10 skinks with javelins or blowpipes. It was assumed that the target doesn`t have any armour save. Blowpipes always cause 1.67 (long range) and 3.33 (short range, multiple shot) wounds. All shots hit on 6. Target toughness is ignored due to poison. Javelins hit on 5+ at long range and 4+ at short range. 1/6 of hits autowounds (poison) and the rest depends on target`s toughness. Number of wounds caused against: T3: 2.50 (long range), 3.33 (short range) T4: 2.22 (long range), 2.78 (short range) T5: 1.97 (long range), 2.22 (short range) I hope it helps. Cheers!
So it seems to me from that post that all around javelins are better plus you get a 6+ ward, which IMO is worth the 10 points and thank you guys
Skinks with javelins do NOT get a 6+ parry save, because they do not use a hand weapon and shield combo in combat. If a unit has a specaial weapon, (in this case a javelin) they must use it, therefor lose the hand weapon and shield combo and 6+ parry save. I was so gutted when i found this out too. Samuel
They get the parry save. Rulebook p.89: If a model carries a special close combat weapon, he must fight with it in the Close Combat phase - he cannot elect to wield his hand weapon instead. Javelin is not a close combat weapon.
I roll mine with blowpipes. To me, they are expendable and by using blowpipes, you get double the chance of poisoning your targets.
If I am going to be forced into single tapping to keep the poison, I would rather just have javelins and shields to get the parry save. Like I stated above, I use my chameleons aggressively once they take out their targets.
The stand and shoot penalty is still there (-1) for facing the charge. However, you can always stand and shoot (even when the charging unit is an inch away or 5 inches).
In regards to the parry save given if you use javelins, how effective would that be? Statistically, you'd only be saving every 6th skink. So out of a group of 15 skinks, only 2 or 3 stays alive to fight another round. Wouldn't it be wiser to get off 2 rounds of poison shots on the first round? This is assuming you don't get extra saves, of course.
The main reason that I take Javelins is that sometimes, my playstyle puts the skinks very close to the opposing units. This means within 6 inches and I lose the stand and shoot option. I like to use the skinks as redirectors (when possible) or as speed bumps to stop an over run charge (angling the the charging unit away from a larger unit. If by some miracle I make enough of the parry saves to not take a panic check (lol, right) or limit the amount that I lose combat by, that is a good thing.
Yeah, javelins and blowpipes are specified as ranged weapons. Otherwise we would have our blowpipe skinks double tapping in close combat with poison as a common practice. Kharn: As to this Javelin/Blowpipe and HW/Spear stuff, you should check out the LM Tactics thread that Scalenex has going. These topics are mentioned in there as well as some other common issues.
Much appreciated. I will treasure it always. BTW, I use blowpipes when I am running a small army (under 1000pts) or if I am tight on points. Otherwise I will upgrade to javelins every time.
Yeah, it all depends on whether you're army is strategic or pretty. Javelins look cool, but so do blowpipes. I personally reckon blowpipes are better, but that's just 'cos they fit in with the "I sneak through the jungle and kill you one by one!" theme I like. Although, I think a Lizardmen tank would be epic. Big blowpipe cannons.