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8th Ed. Stand and Shoot question

Temple Guard

MI_Tiger

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Forgive the basic question, but I'm having trouble understanding exactly how the Stand and Shoot charge reaction works with Skinks short ranged weapons.

If a charging enemy starts his move more than 6" away (short range for blowpipes and javelins) from a unit of skinks, do we have to take the long range penalty to our Stand and Shoot? If so, is this in addition to the -1 for Stand and Shoot?

If so, then skinks will almost never get to double tap as a charge reaction, at least not if you want poison (hit on 4's normally, 5's at long range, 6's S&S, 7's double tap). This makes fleeing even more of an option.

The more I play, the more I'm becoming a believer in javelin & shield. :)
 
no long range penalty, just the -1 for stand and shoot.

You can stand and shoot as long as you are farther than the charging units M value away.

Both sets of skinks have their advantages.

I do like a nit of 10 Javs (no command) on my flank though--disruption, speed, and shooting. For Cheap.
 
Don't forget Javelins have the rule where they can stand and shoot even if the enemy is too close.
 
Standing and Shooting Blowpipe Skinks will (*almost) always be hitting on 5s (6s if you double tap).
Normally hit on 4s, -1 for being charged, -1 for double tapping.

Standing and Shooting Javelin Skinks will (*almost) always be hitting on 5s (no double firing javelins).
Normally hit on 4s, -1 for being charged.

Coolest thing about Javelins are they are Quick to Fire! So there is never any range penalty, movement penalty or minimum range for a Stand and Fire reaction. Just no double shots


Also you can stand and fire with an Ancient Steg's Giant Blow Pipes. Nothing like your opponent saying "Well I don't want to get charged by that Steg, so I think I will charge it". Then getting a face full of 4d6 Poison Fury.
Can potentially do more damage than the 1d6+1 impact hits.
 
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