Carnasaur
Caneghem
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You should also remember, and this is very important, javelins have a greater effective range than blowpipes.
How can this be?
Skinks can move 6 inches, then fire. If it is a blowpipe, then to be an effective attack (meaning double shot) you NEED to be within 6 inches of your target after moving. The total here is 12 inches. For javelins, this is 14 inches of effective range (6 movement plus 8 range). Now blowpipes can single fire at slightly longer range, for a total of 18 inches (6 movement plus 12), but that will be only single shots which is only about half as effective (vs T3) as a standard javelin volley of 10.
- Go after T4 and above with the blowpipes, harass and destroy large targets (usually T5 at least)
- Use the greater effective range and accuracy of javelins to go after light threats and even skirmishers
I'd still never upgrade the skirmishers to have javelins, I just think you should take a bit of both skirmishers and cohorts. Diversified combined arms is what wins it. Always deploy the skirmishers before you drop your cohorts, as you may see the enemy setup and decide to deploy the cohorts initially as 10 across firing lines to scare or kill enemy fast movers.
Whatever escapes your skinks can be bombarded by 3d3 or 4d3 str 4 hits from the Terradons' rocks. If you don't have Terradons, well, you really should have some of them as well. The drop rocks combined with all the skink shooting is the main reason you do not need Razordons.
How can this be?
Skinks can move 6 inches, then fire. If it is a blowpipe, then to be an effective attack (meaning double shot) you NEED to be within 6 inches of your target after moving. The total here is 12 inches. For javelins, this is 14 inches of effective range (6 movement plus 8 range). Now blowpipes can single fire at slightly longer range, for a total of 18 inches (6 movement plus 12), but that will be only single shots which is only about half as effective (vs T3) as a standard javelin volley of 10.
- Go after T4 and above with the blowpipes, harass and destroy large targets (usually T5 at least)
- Use the greater effective range and accuracy of javelins to go after light threats and even skirmishers
I'd still never upgrade the skirmishers to have javelins, I just think you should take a bit of both skirmishers and cohorts. Diversified combined arms is what wins it. Always deploy the skirmishers before you drop your cohorts, as you may see the enemy setup and decide to deploy the cohorts initially as 10 across firing lines to scare or kill enemy fast movers.
Whatever escapes your skinks can be bombarded by 3d3 or 4d3 str 4 hits from the Terradons' rocks. If you don't have Terradons, well, you really should have some of them as well. The drop rocks combined with all the skink shooting is the main reason you do not need Razordons.