Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
hi, i have bought skinks and saurus and am goning to be making the skinks maybe tommoorw and need to know for final
the reasons for taking blow pipes or javilens
i thought blow pipes were much better until laterly when peoplemhave been saying they hit on 7's !. so please could some old slann enlighten me lol
thanks in advance
blowpipes can hit on less than 7. It al depends on rangee, if you moved and how many shots you fire. Things like modifyers to hit are explained the in rulebook
IMHO javelines are the better option. Yes they have shorter range, but dont suffer long range penalties , can move and shoot and are still poinsoned)
IMO javelins are better as they are thrown and dont suffer penaltys for moving and long range plus you get a sheild which gives you that tiny extra bit of protection
im not saying blowpipes are bad you should still have some in your army i find they work well with scouting skinks so its good to have a mixture of blowpipes and javelins
The greatest aspect of skink weapons is the fact that they are both poisonous. The reason to take blowpipes, obviously, are the increased range and the ability to double fire them. Ideally, the double firing won't be a problem, as you're only really looking for the 6's to hit to poison anyway. The problem is that normally you will be hitting on 7's if you double fire blowpipes, as you will probably have moved and be shooting at long range, and poison doesn't work if you have to roll higher than a 6 to hit. This makes scouting skinks ideal wielders of blowpipes, as they will have a much better chances of hitting on 6's or better. Javelin skinks are much better for general use as their shields will make them much more effective as shields themselves, which will usually be their primary objective. Whichever configuration you choose (probably some of both), you will soon realize just how great skinks can be at irritating your opponent by preventing march moves, tieing up his units in low-points combats, setting up your slow, witless saurus to get the charge, et cetera...
Power corrupts. Absolute power corrupts absolutely...
but it rocks absolutely, too!
Javelins are the better choice most of the time. Only get blowpipes if you have a specific tactic in mind. I also like the way the shields look.
thanks, i will use javilens now as they seem more popular and better for combat and shoorting .
I wish that I had read this post before giving my first 10 Skinks blow-pipes. Oh well, I can still give javelins to the rest of them.
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
why is everyone against blowpipes so much... they are so good for the fact they fire two poison attacks.
If you give them scouting and blowpipes they start behind or next to an enemy unit, move straight toward them and fire two shots at 6's to hit (still poison) and they can't charge, so next turn they either turn to face you and you get to shoot at them again, or they ignore you and move half speed ahead, meaning you can move up and shoot them in the ass or charge them to disrupt them.
Yeah wow skinks with shields... 5+ save woop de doo. Give them blowpipes so as a charge reaction they can double shot the hell out of whatever charges them. (make sure you march max speed to get as close to the cavalry as possible, or if they are too far away move only slightly so they can't charge either.) so you only get -1 for shooting at charges and -1 for multi shot, which is still 6's to hit so you can dropa a lot of uarmoured attackers or maybe one knight if your lucky, which is still much better than javelins will do for you.
blowpipes wont usually get poison off. Id like to see skinks get in the short range of 6", or not move for a turn. Unless either of those happen, with multiple shots(-1), long rangge (-1), and moving fire (-1) will get you to 7's, and therefore no poison. javelins are much better as they are still poisoned, and don't have negative penalties for either long range or moving. Also, with shields at noextra cost, they are better screens. Also, skinks probably should not stand&shoot. works much better just to flee if they are that far away.
Hi all, im just found this great looking site. Altouhg im new here, I am not new to warhammer or lizardmen. hope i can contribute to libarium.
blowpipes dont have a short range. they are most effective in bulk, so use them in units of 3 or 4, with 12-20 skinks per unit. that way you avoid having your whole firepower skink base wiped out in a single turn, and you can afford to sit th skinks close to the enemies flanks while peppering them with a mass of shots. skinks who have not moved, firing double shot, will hit 50% of the time. If you have 20 skinks, that means you hit 20 times, 1/3 of which will be poisoned (6-7, lets say 7), leaving 13 unpoisoned shots, which will wound a T3 model 50% of the time, which means you have another 6-7 wounds (lets say 6), which adds together as 13 wounding shots which will beat heavy armour and a shield 50% of the time, leaving you with 6-7 kills a turn against decent troops by a unit of blowpipe armed skinks.
Maireann croÃ* Ã©adrom i bhfad - A light heart lives longest