Hey guys, I've read some of the topics on Steggies already, and was just wondering about a few things: Firstly, how big a fire magnet are they? Secondly, at what points values are they actually viable to take? Thirdly, which is the best option for killing things? Lastly, how useful is an Engine of the Gods
1st: depends on what else you army has, but he usually will draw alot of fire 2nd: again depends an your army and play style, can be huge advantage or a huge waste of points 3rd: always take the horn upgrade, to good not to 4th: sorry i cant comment on this yet..
Army list is: Oldblood Skink Priest 2 x 18 Saurus warriors with hand weapons 2 x 12 Slink Skirmishes And what is the horn upgrade? I've never heard of it, and now I'm quite intrigued
there is 2 new upgrades: one gives devastating charge.. and the other gives your impact hits multiple wounds D3
Buy the new army book. I'll give you a reading assignment. Read pages 30, 44 and 45. Refer to 92 and 94 for stats and pt costs. Screw it, read the whole thing and you'll be able to decide for yourself what you want for a monster choice.
Hey, I have some questions too. Priest on EoG has now only +5AS (+6 thanks scaly skin and +5 thanks mount)? But EoG can be used also, if is priest slain? Because, I didnt find something similar, as it was in old book "if the skink priest is alive". Thanks
You can now take the EotG in the Rare section, without a skink priest on top. Also, the skink priest on top no longer gets casting bonuses, so if you want to take one I highly recommend the Rare slot Engine. If you do take one as a mount for a skink priest, then yes, it can still function when the priest gets sniped off the top.
doesn't a character's armor save revert to the values provided by the mount? so on an ancient 3+, and 4+ on the baby. for example, a skink chief wearing light armor and with a enchanted shield on a baby stegadon has a 1+ armor save.
This was discussed a bit in the rules section. Basically the Skink is only going to get a 5+. I don't think I'd ever put a Chief or Priest on one unless that get's FAQ'd and they can just be part of the Howdah Crew.
thanks, eppe. what do you think about the skink chief being able to use the giant bow now that it only requires 1 skink crew member to shoot? Poisoned Bolt Thrower, D3 wounds, at BS 5.
Devastating Charge is better than I initially thought. +1 attack for the Steggadon, +1 attack for each crew. -Matt
Wow. Usually when I look at something closely like that I find something is less good than I thought. Devastating Charge just became a must include as far as I'm concerned
Well spotted Matt If you are correct, this is a cool bonus at a marginal cost! Used to lead cavalry armies and BRB states that the special rules like devastating charge that apply to the rider do not normally (unless explicitly stated) apply to the mount and vice-versa Since Steg is a monster and the rule is for the unit, it may well be that Skink Crew gets the extra attack as well
i just notice that they change the new blowpipes (old habits die hard) they got the multiple shots special rule does that mean they are now pretty useless since bs 3 we potentially get 2-4 shots of poison and the rest pretty much no chance of hitting (this will also slow the game as each shot would have to be rolled individuality) with -1 multiple shot rule and rolling high number of attacks are a waste since it will quickly stack up to impossible to hit or am i incorrect
Usual penalties for shooting: half range, moving, multiple shots. Obviously, at bs3 and no hand of glory, we can only get 2 of those. Like move and get them in half range, or don't move and get them at long range. Or stand and shoot at long range. Any of those options is 4d6 shots, and every 6 of the subsequent shots is a wound. Not too shabby. Hand of glory makes it even easier. Edit: can't remember exactly why, but I *think* the ancient steg can march and shoot pipes? Not the regadon, it specifically says it can't.
Stand and shoot at long range actually triggers 3 penalties, once you add the multishot. Pretty sure you can't march and shoot, that's reserved for skirmishers and fast/flying cav I believe... You CAN march up to within 9 inches of something that is thinking of charging you (if you think a charge is likely) so that you can stand and shoot, poisoning on 6's.
Has this been officially confirmed via FAQ as I can really only see it applying to the steggy itself. What's the usual turnaround time for a fantasy FAQ these days? 40k it is traditionally 1 day before release since they cock up so much...