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So I have a question, What is the advantage of using javelins rather than blowpipes?
Blowpipes I know are only STR3 while javelins are the strength of the model. In this case it is for skinks so the strength stays the same of 3. the range of the javelins are only 8 inches, while the blowpipes are 12 inches with double tapping abilities. I don't know about you guys but why would people go with javelins over blowpipes? Please let me know, I might use the javelins if someone can explain.
firstly I dont know if you are trolling..
second javelins are only optimal at short range as they take penalties for long range ( and poss for moving. I forget at this hour!)
Javelins are usually 4+ to hit regardless of moving or range.
In my experience of lizardmen I would use blowpipes on scouts as they will tend to be closer. Javelins are good and if are over half range then its 5+ to hit so multishoot for the 2x shots 6+ to hit poisoning darts o' death!
Also with javelins you have a shield which can preserve your meatshield that little bit longer in theory and give 5+ in melee.
I use both, scouts I always give blowpipes because it lets them do their job better, harass with more chance of poison hits. I give meat shields the javelin + shield set up, just for a bit more lastability, though not much in scheme of things.
Just wait till the new book comes out and see whats changed with the skinks. Rumor mill is they are going to rank and file unit with Javs and shields but will have to see.
If they make them RnF I'm going to kill someone with my "poison darts o' death!"
generally speaking the best method is to have blowpipes on scouts, and javlins on screening troops.
in the new book however skinks have changed quite a bit. skinks normally come as ranked units and can have kroxigors mixed into the units. personally i'll stick to using javlin skinks as a sreening force. they're quick enough to pull it off after all
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right now (present rules) blow pipes all around is the way to go. You're just trying to get poison, that's it. so having double the shots gives you a better chance of doing so. Skinks have terrible BS but great movement, so if you play smart you should be able to get into range with both weapons, but having the ability to throw more "6s" is what's going to kill his giant or cause those extra wounds on his knights. With Str 3 on both, you're going to have a difficult time wounding anything anyway. Poison autowounds.
Javs and shields can be a good choice in some cases. Javs count as thrown weapons so they do not suffer modifiers for moving or long range. As mentioned before, you also get that 5+ armor save in hand to hand and with a Quetzl army they are now at 4+. I've hand skinks hold a unit for a decent amount of time because of all the armor.
You don't want to rely on this but it is an option.
I'd wait til they rank up and have kroxigors in their ranks before I do that. RnF may not be that good still. But T2 and a 5+ in hth isn't going to stop anything from killing them. Everyone except zombies will be hitting and wounding on 3's pretty much. We'll have to see with the new book (~month)
javelins don't take enalties for shooting at long range or any penalties for moving and shooting, considering the BS of the skinks i tend to lay down more hits with javelins more than blowpipes. i set my scouts with blowpipes and screens with javelins, the screens are going to be more in the midst of things and that armour save from the shield can be a godsed if the unit gets charged.