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In my armiesI have alwase feilded all my skinks with blowpipe or in the case of southlands they occasionaly have shortbows, but either way I have never feilded them with javelins because i see almost no point to having a 6+armour save and a range of 6". So I have been wondering how are javelins best used i have played for 2 years now and have just thought about this. I think if there really is any advantage to using javelins I would definately have at least one unit with them. So please I want to hear everyones opinions on this.
A Lizard Wearing Boots XD
Join the Asgard Army and go to http://www.stargatewars.com/recruit....d=uu1125371252
There's really been tons of threads with the same subject, I remember one that was like 3 pages long. Next time search as well as create.
Now for your question, jav/shield skinks are generally used for screening because of that little save. Blow pipes are for scout/harrassing. That's why I use javelin skinks anyway :p
yeh and also people view blowpipes as more of a threat, so if u stick ur skink characters with the javliners (especially priests) they will have to make hard decisions on what 2 shoot
Go the Lizardmen Host of Quetzl, complete with loads of Skinks and Saurus....Death to Chaos
Space Marine Chapter Master.........of the..........
I still need a name for him.....and his Chapter.....but he has a combi weapon and a Power Chain
Plus I think javelin/shield gives the skinks poisoned attacks in hand to hand combat, which lets them take on small or lightly armored troops in combat. especially if there are more skink units then the opponents units
He's coming for you...
Unfortunately no, they do not get poisoned attacks in combat, as javelins are not used in combat, instead the skinks use handweapon and shield in combat (remember they still have handweapons) which gives them a nice 5+ save in combat. If you are using the Sacred Host of Quetzl, then they will gain a 4+ save in combat!
I use skinks with jav/shield for screening, as that 6+ could help, and if need be they may have a chance of holding up a weak unit for a turn in combat because of their save, but im not too sure if that is wise use of skinks...also having no penalties to shooting for moving or shooting (or throwing, as the case may be) over half range. Yes it is only an 8" range, but i like it
I find blowpipes more suited to scouting skinks myself....
....He is coming for YOU....
"Master Bungle is right" - Stonehambey
"Get out of my house Master Bungle!" - Victim
Javelins have an 8" range by the way.
Anyway I personallt prefer Javelins because I like the extra save and the fact that they are almost always hitting on a 4+. Blowpipes are good but they are usually hitting on 6s so there advantages don't really seem to be worth it when Javelins are usually hitting on 4s. I had far moer success with my Javelin units thatn any other. Although my short bow units in my SL don't usually do too bad.
And yes you can't use Javelins in combat as useful as that would be.