How does the giant blowpipes work? Do I get -1 to hit for multiple shot and -1 to hit for long range if the enemy unit is over 9 inches away and do I get -1 to hit if the stegadon moves or marches? Can i buff the giant blowpipes with lore of the beast signature spell that gives 1 to strenght and 1 to thougness? It would be nice if you could give page suggestions on where I have to read
well yes you take this penaltys also you can't shoot after you march, also yes you can buff the steg with the signature also you get -1 to cast because is monster if iam correct also i think the skinks crew take +1 str +1 tougness.
Yes to all penalties. They apply as there is no exception removing them. Basically this means you can only shoot them at less than 9" or when standing still as they are useless if you can't get poison (which you can't at 7+ to hit). No to boosting the strength. Changing the S of the skinks will help them in combat, but the S of the blowpipes is fixed at 3 whatever the S of the skinks shooting.
I have heard now 2 ppl that say you can buff and 2 ppl that say you cannot buff the blowpipes any page suggestions I should read to know what is right? I was also thinking it shouldnt get a penalty for the 4D6 shot but I cant tell how it is.
No wildform does not increase the strength of the giant blowpipe. Under the weapon profile it says strength 3, this is independent Of the skinks strength therefore making the skinks strength 4 has no effect on the blowpipe Conversely, javelins state strength "as user" therefore if You increase the strength of a skink with a javelin Then the jav shot becomes strength 4 too The difference is due to th strength column on the weapon Profile
Page 45 says Multiple Shots (2d6) - so you get -1 for this You get another -1 for moving (can't march) You get another -1 for long range (over 9") Basically, if you move and shot at long range then the crew should just use their javelins or you will hit on 7's with the Giant blowpipe. Wildform does not affect the blowpipes (still str 3), but it will affect the Javelins because they are at the users strength.
That was the case in the old book, but sadly not in the new one. It's a hidden nerf. Stand and shoot can be good, but again, you need the enemy to be within 9" to get poison.
Cannot shoot whilst in combat.... Quick point to make regarding the 'marching and shooting' scenario..... LM book says cannot fire the giant bow if marched. Does not mention this for the blowpipes........ oooooo What is everyone's take on this??
Normally under the rules of shooting you cannot march and fire. Skirmished units can, but this is an exception. I don't think that there is an exception for monsters. The blowpipes follow normal rules for shooting, so they shouldn't be able to march and fire.
Read this when I searched lizardmen tactics Stegadon: Fuck Me. Its a bolt-thrower mounted on a DINOSAUR! This unit is fucking fun, but also effective, put simply its a two-in-one package, you get a bolt-thrower that can move and shoot, even when in combat, and a big monster that can crush things under its... paws? Crewed by Skinks because you need a BS above 0 to fire anything, its AWESOME. It can shoot while in close combat, meaning you can either fuck up whatever is about to get crushed, or you can fire at other units as a way to say "COME GET SOME BITCHES!". Its pretty good, but its defenses are a little weak for such a massive fire magnet. A good choice and a fun one, every time. Rare Units Ancient Stegadon: You thought the above was awesome, this guy is tougher, hits harder in combat and does 4d6 blowpipe shots, again it can do this in combat. Again you will see infantry die with this angry old bastard. Then there is the special version mounted by Skink Priests... This is the thread http://1d4chan.org/wiki/Warhammer/Tactics/Lizardmen