Razordon
novatomato
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As I was writing up a list for an upcoming tournament I found I had a bit over ten points to spend after I put in everything I wanted, so I began scouring my list for things I could add in. I decided on upgrading a single unit of Skirmishers to Jav + Shield.
Why would someone be crazy enough to do this? Well, let me break down the pros and cons as I see them for both types.
Pipers;
Pros: 2x shot, 12' range, 7 points.
Cons: Strength 2, Modifiable BS means that there will arise situations where the skinks can NOT double tap (multi shoot).
Jav+Shield;
Pros: Strength 3, no penalties for shooting at range or move and shoot 6+ AS, 5+ AS in CC
Cons: 8" Range, Fewer shots.
Now a lot of these points people will think 'so what, thats pretty much pointless'. Let me break down a few things.
2x shots, versus S3 shots. Assuming 8" range for both, no movement before shooting and on a normal sized target 4+ AS T3, and ten skinks.
Pipes. 2x shots equals -1 long range, -1 multiple shots. hitting on sixes equals 3.33 hits all poison, this becomes 1.666 wounds after AS.
Javs equals hitting on fours. 5 hits, 1.666 poison + 1.666 regular wounds. Which becomes 1.666 after AS.
The same. So what you ask. Well lets factor in moving into the equation.
Pipes. -1 for moving, -1 for long range, -1 for 2x Ooops hitting on sevens lets go back to regular shots.
hitting on sixes equals 1.666 wounds equals 0.833 after AS.
Javs. same as before.
In this scenario javs are better.
'Oh well that was not an optimal target' well yes I'll give you that but then again not every game will result in skinks getting matched against optimal targets all the time. Lets move on to another point.
Charging. Yes this is not optimal use of skinks again, but bear with me.
In this hypothetical example we'll say a unit of T3 S3 WS3 4+ AS with full command are going to charge right into the flank of a saurus unit that is in prolonged CC with some tough cookies, the flank charge will eradicate them because of Static res and the odd wound. You could shoot the unit or you could charge it holding it up for a turn or two letting the saurus grind out the battle.
Assuming a four rank unit and ten skinks, meaning six skinks are fighting.
Pipes. Charge 3 hits equals 1.5 wounds equals 0.75 kills. Baddies attack back, assuming hand weapons, 3 attacks back, 2 hits 1.333 wounds. The enemy unit wins combat by a fair margin, the skinks are probably going to be running.
Jav + Shield. Same as above, 0.75 wounds. enemy attacks back, causing only 0.888 wounds. not really that much of a difference but the Jav + Shield has a significantly increased chance to hold the enemy for at least one round.
Now with these thoughts I have come to the conclusion that Jav and Shield skirmishers are still a viable option to take ALONG side regular skirmishers. The regular skirmishers are excellent, no doubt about that, but leave them for taking out the large targets because really without the +1 to hit against large targets the Javs have the same chance to poison units and have a much greater chance of getting regular wounds off as well as some reliability against other less impressive CC units in CC.
For a single point a piece I think it a worthwhile investment.
Sorry for the long post, thanks to those who stuck with it.
novatomato.
Why would someone be crazy enough to do this? Well, let me break down the pros and cons as I see them for both types.
Pipers;
Pros: 2x shot, 12' range, 7 points.
Cons: Strength 2, Modifiable BS means that there will arise situations where the skinks can NOT double tap (multi shoot).
Jav+Shield;
Pros: Strength 3, no penalties for shooting at range or move and shoot 6+ AS, 5+ AS in CC
Cons: 8" Range, Fewer shots.
Now a lot of these points people will think 'so what, thats pretty much pointless'. Let me break down a few things.
2x shots, versus S3 shots. Assuming 8" range for both, no movement before shooting and on a normal sized target 4+ AS T3, and ten skinks.
Pipes. 2x shots equals -1 long range, -1 multiple shots. hitting on sixes equals 3.33 hits all poison, this becomes 1.666 wounds after AS.
Javs equals hitting on fours. 5 hits, 1.666 poison + 1.666 regular wounds. Which becomes 1.666 after AS.
The same. So what you ask. Well lets factor in moving into the equation.
Pipes. -1 for moving, -1 for long range, -1 for 2x Ooops hitting on sevens lets go back to regular shots.
hitting on sixes equals 1.666 wounds equals 0.833 after AS.
Javs. same as before.
In this scenario javs are better.
'Oh well that was not an optimal target' well yes I'll give you that but then again not every game will result in skinks getting matched against optimal targets all the time. Lets move on to another point.
Charging. Yes this is not optimal use of skinks again, but bear with me.
In this hypothetical example we'll say a unit of T3 S3 WS3 4+ AS with full command are going to charge right into the flank of a saurus unit that is in prolonged CC with some tough cookies, the flank charge will eradicate them because of Static res and the odd wound. You could shoot the unit or you could charge it holding it up for a turn or two letting the saurus grind out the battle.
Assuming a four rank unit and ten skinks, meaning six skinks are fighting.
Pipes. Charge 3 hits equals 1.5 wounds equals 0.75 kills. Baddies attack back, assuming hand weapons, 3 attacks back, 2 hits 1.333 wounds. The enemy unit wins combat by a fair margin, the skinks are probably going to be running.
Jav + Shield. Same as above, 0.75 wounds. enemy attacks back, causing only 0.888 wounds. not really that much of a difference but the Jav + Shield has a significantly increased chance to hold the enemy for at least one round.
Now with these thoughts I have come to the conclusion that Jav and Shield skirmishers are still a viable option to take ALONG side regular skirmishers. The regular skirmishers are excellent, no doubt about that, but leave them for taking out the large targets because really without the +1 to hit against large targets the Javs have the same chance to poison units and have a much greater chance of getting regular wounds off as well as some reliability against other less impressive CC units in CC.
For a single point a piece I think it a worthwhile investment.
Sorry for the long post, thanks to those who stuck with it.
novatomato.