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7th Ed. Giant Bow, or Blow Pipes?

Wow, this went in a direction I didn't expect. Sorry about that.

The initial reason I mentiond it was from a post in that topic that didn't seem to be noticed, but one I will not quote here because this is a different topic entirely, and if it comes up, my store usually calls for a ruling or roll off on it.

Right now I am leaning for the regular Steg, because with the War-Spear it costs only 10pts more than the Ancient on it's own, and I'm sure I can find a use for those points elsewhere.
 
hmm i think it is quite usefull to go with an ancient and warpsear.
that extra S is devastating.
S5 lacks sometimes becouse of many T4 or 2+( or better) save thingies.
S6 can actually hurt other big things and elite units like chaos knights, hydras, black orcs etc...
 
If you are going for the War-Spear, an Ancient is a MUST!

Statistically you get 8 hits when using the War-Spear. 8 S6 hits is MUCH better than 8 S5 hits, I can promise you.
 
I don't really see a problem. just buy some magnets or pins and make the weapons exchangable.
 
Axolotl said:
just buy some magnets or pins and make the weapons exchangable.

Where do you find magnets that small?
 
Nosreme said:
But you don't have a choice in the matter, really. Either you take a normal Steggy with the bow, or an ancient with the blow pipes. And the ancient is better than the standard steggy, so there you have it.
And with only 40 points difference!

Craken said:
Where do you find magnets that small?
Here. They're super small (the smallest at 1/8'' diameter) and super strong (the weakest at .3kg).
 
Craken said:
Here. They're super small (the smallest at 1/8'' diameter) and super strong (the weakest at .3kg).
Nosreme said:
But you don't have a choice in the matter, really. Either you take a normal Steggy with the bow, or an ancient with the blow pipes. And the ancient is better than the standard steggy, so there you have it.
And with only 40 points difference!

Craken said:
Where do you find magnets that small?
Here. They're super small (the smallest at 1/8'' diameter) and super strong (the weakest at .3kg).

That's awesome I'll definatly have to buy a pack.
 
You can get them pretty cheap on ebay, too. I have bought like 60 for under 10 euros. I have already made 3 fully magnetized carnifexes and a hive tyrant with them, and i am more than satisfied with the results.
 
I have not had good luck with magnets, they usually end up glued to my finger tip, or glued the wrong way around. And the size these would have to be is just so ludicrously small I can't see this being practical for me.

I'm just going to wait till my store gets another Stegadon, I bought the only two they had in stock, and build one of each.
 
well i don't have a clue for the giant bow, but surely you could say for the a mount of shots, say one dice is for the character firing and the other a normal skin crew member???
 
Putros said:
Scarloc said:
The fact that he replaces a crew member is why he is part of the crew. If he was not then it would say something along the lines of 4 skink crewmen and a skink character.

We are talking about a single model having an increase not every crewman and not an entire unit. If abilities or items effect a unit it states so in their description.

Here we are discussing a unit that nothing similar exists in any other army and are trying to compare apples to oranges. The fact that he repaces a crewman not displacing him means he is a part of the crew and still meets the skink and crew requirements.

Actually the book states that the character displaces a crewmember, not replaces. So to follow the wording, he goes in, crew member out. Probably not enough space for both. The difference to the wording is that replace could mean that he takes the crewmembers job etc. But displace just states that when the character goes in the basket, the crewmember goes out. It could be either way really, and ofcourse it would be nice if it became official that the chief could use the bow. But nothing is certain from how the rules are written, so players should just agree before their games wich way is better. (If a player doesent want to discuss it with their opponents/game leaders/whatever, they should just use it with crew BS) Thats my opinion of the matter.


And on topic, the difference in effect between 2d6 +1 str 5 and str 6 hits would be quite alot, including the normal attacks that will follow (6 more str 6 i belive, with an ancient and warspear) it should be enough to decimate the front rank of any unit it charges really (without Ye Olde bad luck that is) with 6 str you would wound on 2+ most of the time, and only a rare few infantry units would even get to save. If you throw the first lore of heavens spell on the stegadon, pretty much all hits will go through, and then you have as good as overrun :p

But doesn't the initiative not matter if you get the charge? In that case I would think the +S would be better, but an extra attack is always nice. There's also points to consider.
 
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