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In the army book it says skinks skirmishers may "exchange their blowpipe for Javenlins and Shields at no additional cost"
Does this mean if you take blow pipes you only have Hand Weapon and Blowpipe
And if you have Javelin you have Handwepon and shield too
And do you have to clarify which you take in your army list before you start the game?
anyone clarify these for me?
Yes to the first question. Only javelin skinks get shields. For the second question, WYSIWYG so you do not have to clarify as your opponent takes a look at them and sees that they have either blowpipes or javelins, you cannot model one weapon on and say it is another halfway through the game. If this is an informal game you have to ask your opponents permission to change their weapons. This means identifying every squad that you wish to change.
Suffering Becomes had it about right....
Skinks that exchange their blowpipes for javelin and shield get a hand weapon, shield and javelin
Skinks that keep the blowpipe option only have the blowpipe and hand weapon
He was also correct in that you must adhere to WYSIWYG.....
If you are looking for a more versatile unit use the javelin skinks as the javelin has the same effective range as the blowpipe but you benefit from a shield & handweapon save in combat making them slightly more versatile.
If your using them as scouts go for the blowpipes as that extra shot with poison effectively doubles the potential damage you would do,
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same effective range ? na. Ill explain that fastas the javelin has the same effective range as the blowpipe
Javelin / shield :
Poison ( O.O ).
no range penalities(long range / short range).
5+ save in melee, 4+ is sacred host of quetlz.
8'' range. ( )
No double shot.
Poison ( O.o )
Perfect to kill no save enemy(Ogre, WE, giant)
Range penalities(long range / short range)
can't move / 2x shot and hope poison work, in 7th edition, 7+ now doesn't work.
Now choose what you like more scout some Blowpipe for early game kills, or field javelin that can shield your saurus and survive ^^
you forgot a pro for the jav and shield combo:
no move-and-shoot penalty
and the effective range of the javelin increases to 14" because of the 6" skink movement because of this lack of penalty
this gives them a 2x better chance than the blowpipes of hitting when they move and shoot (assuming that the blowpipes are using double shot). thus it's basically a free armor save point since the 2x shots will only hit 1/2 as much (comes out to the same thing).
plus, with their balistic skill, and the penalty for move and shoot, double shot and long range makes it a 7+ to hit.... no more poison. so if the skinks are moving with blowpipes then you can either sacrfice their poison or reduce the effectiveness of their pipes down to half of the javelin, unless you are within 6"
The basic decision is wether the skinks will be moving a lot or mostly staitionary. If they will be stationary then blowpipes are better (longer range, and move and shoot penalty won't matter), whereas if the skinks are going to be constantly moving, trying to give cover to your troops as well as stinging the enemy, then the javelin is the better weapon.
even then, giving them blowpipes assumes that they will be able to remain stationary. if the enemy vacates the area or you kill your target and don't have anything else in range you may be forced to move the unit. btw, whenever you have to move your blowpipe skinks to get in range of the enemy they WILL be firing at long range, because their movement is only 6". so it will basically be a useless round of shooting.
The plus side to this, however, is that it can throw a wrench into your opponent's battle plan. two groups of 12 skinks appearing in a forest near their warmachines can certainly ruin someone's day. and if they have to move their units out of position to escape your skinks, then be sure to place you skinks such that it will greatly disrupt their other manuevers.
IMO, the majority of your army should be javelin skinks, with only the scouts being blowpipes, and even then if I have more than one group I usually give one javelins. This gives the the opportunity to cripple your opponent badly with just a couple units of skinks.
the javelin skinks can provide a buffer zone to the blowpipe ones, if the formation is charged by a weak-end unit, then the javelins will hold on for a round (hopefully, while the blowpipers execute a flank attack and tie the enemy unit up for some time. if the charging unit is a strong one, then you flee with the javelin skinks, hoping that the blowpipers will hold their ground to rain a whithering hail upon the enemy unit, and confronting the fleeing group with another chance to regroup by forestalling the opponent.
using this tactic you can lure an enemy unit too far away from the battle to be useful, or even destroy an enemy unit in cc! (empire spearmen... tasty)
sorry for the very long post
I really prefer using javelin Skinks with the mark of Queltz, they are good at flanking, blocking, shielding, they can do anything for a low price, 61/2 each, they have 3ct, 4+save in melee, 3str, they are good enough