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I can't remember the exact wording on the giant blowpipe ~ or does it act exactly like the regular blowpipes?
Usually if you move and you're at long distance, you don't double tap because you lose the poison ability, making it near impossible to hit anything much less wound them.
I'm assuming you can just shoot a single dart and hit on 6's with the giant blowpipe. I'm also assuming it still gets a -1 for stand and shoot, or movement and long distance, but I can't remember if it has the multiple shots rule, or if it just shoots out 2D6 shots per blowpipe. One makes it useable, the other makes it about as useless as a weak bolt thrower mounted on a monster.
Anyone remember the exact wording or have the book next to them?
I know the crew has javelins and you can give a javelin to the skink chief and they could stand and shoot or move and shoot without penalty. But the giant blowpipes have me stumped.
Any ruling on how to shoot the bolt thrower on the regular steg? do you get a penalty for moving? If you hit with poision, do you auto wound all the ranks behind it?
Basically I'm trying to figure out which steg to take. I have plenty of special and rare slots to burn.
As there are nothing specified, you have to assume, that it is a "normal" weapon, so the long-range, the movement (of the Stega), even enemy skirmishers affect the weapon normally, and also you cannot use it after marching.
well, if there was no penalty for multiple shots (as it has a special 2D6 rule and I don't remember the exact wording) then everything would be fine We hit on poison 6. If it is normal as the regular blowpipe and gets a -1 for multiple shots, we're hitting on 7's, which means very little will ever hit and even fewer will wound. I really wish the shooting weapon was an option or upgrade, so that we could opt not to take it and save on points. we can't use the thing and be in/get into combat as it is.
it maybe will be faq'ed, somethingl ike it doesn't count as a normal blowpipe and don't get multi shot -1, but hey why move when we got 36" range?
well, my problem with the steg is that they are really expensive but have conflicting points of interest. They are tough and nasty on the charge, but have these nearly worthless shooting elements or are magically offensive/defensive. I'm trying to find the best way to field them (cause the models are cool, even if they are subpar in gameplay)
I'm not going to stand back with my reg. steg and shoot with a bolt thrower that at best will kill 3-4 guys because 1. I won't hit but once or twice a game 2. even if I did hit, I'd have a hard time making a decent amount of points back unless my opponent is silly and lets me get a flank shot on chaos knights or I get lucky. The Ancient steg is the same way. The range is 12" so I have to run up to the enemy to get into range and then when I am in range I either get charged (hence my questions about stand and shoot ~ it looks like using the javelins is better since I hit on 5's and at least get poison) or I'll charge. I can't use my terror ability unless I get really close, so that's another reason not to stand back and shoot at stuff. And the fact that they have stubborn and I can put a bsb in close by, makes them good at holding up stuff so I can get a nice flank shot with my slower saurus or kroxigors or CoRiders.
All the shooting in the army is close range (blowpipes, javelins, 36" bolthrower, shortbow, rare choices, etc) If I'm going to support my other units in the army (have to since most can't take on baddies by themselves) then I've got to keep everyone at around the same level on the board, so that they work as a cohesive army.
If the shooting is as terrible as I think it is, I might go the route with 2 EoTG within 10inches of each other. They can provide ward saves for most of my army, upgraded, they can provide super magic defense and decent offense which will help my other units (4+ward on the terradons, reroll ones on my skinks, etc.) plus once I get into combat, my weak skinks have the best save they're going to get (2+) and I get some nasty combat bonuses like 2D6+1 impact hits (if I give one the warspear, might be chief only) or I can do D6str5 hits to everyone close by (eats up flankers, ranks, etc) I still get the same amount of attacks about since most of our skinks aren't going to hurt anyone anyway and if I have rerolls (2nd sign) I can reroll the attacks of the ancient steg to hurt the bad guys.
Last edited by buckero0; January 28th, 2009 at 18:09.
Having looked at the army book and raised the question with the staffers, it will probably be FAQed.
We were of the opinion that, while it does shoot multiple times, it does not have the muliple shots rule and therefor would not suffere the -1 to hit from shooting many shots.
I'm not sure about the ancient blowpipe but i was looking up further the rules for regular blowpipes as everyone here seems to say you suffer long range and movement penalties and i've always been told that you don't that its treated as a thrown weapon. And it seems it is. if you look under thrown weapons ranges it includes Darts. which is what a Blowpipe uses, poisoned darts. thus you don't suffer long range penalites nor do you suffer movement penalties. you do suffer the multpile shots and stand and shoot though.
Darts are something you throw, so are a thrown weapon. Blow darts are the same thing, they are a special weapon only ever used by lizardmen. If they were a thrown weapon, I think they would have listed it as such in the book.
As to the original question about the pipes on the ancient stegadon, they wouldn't suffer the multiple shots penalty, as they don't say they are multishot weapons.
Last edited by sirkently; February 12th, 2009 at 14:42.
I am right 94% of the time, why worry about the other 3%.
Are there units in warhammers that throw darts????
I am not aware of any. And if you read the rules of the skink blowpipes it says darts only not blow darts. and in the rule book it simply says darts.
This is to mean that darts are to be treated as thrown weapons not that they are thrown weapons.
just that they follow the same rules
Thrown weapons is a rule. If a weapon is a "thrown weapon" it has to say it in the rule. And I see no darts in the BRB, they don't exist. If you look at throwing axes it says "Rule: Thrown weapon", same for javelins, and throwing axes, which of course everyone would assume is a thrown weapon, but they still put the rule in.
Blow pipes don't have the rule-thrown weapon-so they don't meet the criteria. The closest thing in another army would be the gnoblars in the ogre kingdom book. They have the weapon "sharp stuff". The item specifically says "2x multiple shots, Thrown weapon."
This has never been in a lizardman book, and I can't believe they would have forgotten to put it in 2 editions. But since it doesn't have the rule thrown weapon, it can't benefit from that rule.
I am right 94% of the time, why worry about the other 3%.