Slann
Scalenex
Keeper of the Indexes
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So my friend and I figure since 8th edition is no longer being updated, we can change it as we see fit. Number one this means we can introduce new units with the addendum that we must have a model for it.
I plan to convert my giant bow bits into stationary bolt throwers manned by Skinks, but I actually have two "new" units already. Because my collection stretches back to 5th edition, I have Skink Horned One Riders and Skink Archers. I've been converting Skink archers to javelin Skinks or zombie Skinks but I have about 60 odd painted Skink archers I don't want to convert and I really I'd rather not convert all my Skinks when I have far more exciting conversion projects I could be doing.
There's just one problem, I really like javelins and shields. I don't see the point for blowpipes without BS 4. To get the double tap poison hitson 6s, they need to either not move at long range or be at close range with no cover, neither of these things.
-Javelins do not get a penalty for moving and shooting, they can always stand and shoot, they come with shields.
-Blowpipes allow double shots when circumstances are ideal.
-Short bows have 4 inches more range, and the potential for volley fire.
Correct me if I'm wrong, but bows cannot compete with this for skirmishers. MAYBE if the Skinks are bunkering a Slann or Skink Priest they can keep farther back from the enemy and still shoot but if it's a character bunker, I want shields.
An archer cohort has some appeal, they are more likely to be able to use volley fire but a Cohort is probably going to have to fight something in close combat eventually, and I want the shields. Also archers in a building would not be secure as javelin Skinks in a building since there is no minimum distance to the charging enemey for a javelin stand and shoot.
When is a non-gimmicky situation I should consider archer Skinks? What if I gave the archers buckler shields?
Skink Chiefs? Is worth giving them a bow instead of a blowpipe or javelins?
I plan to convert my giant bow bits into stationary bolt throwers manned by Skinks, but I actually have two "new" units already. Because my collection stretches back to 5th edition, I have Skink Horned One Riders and Skink Archers. I've been converting Skink archers to javelin Skinks or zombie Skinks but I have about 60 odd painted Skink archers I don't want to convert and I really I'd rather not convert all my Skinks when I have far more exciting conversion projects I could be doing.
There's just one problem, I really like javelins and shields. I don't see the point for blowpipes without BS 4. To get the double tap poison hitson 6s, they need to either not move at long range or be at close range with no cover, neither of these things.
-Javelins do not get a penalty for moving and shooting, they can always stand and shoot, they come with shields.
-Blowpipes allow double shots when circumstances are ideal.
-Short bows have 4 inches more range, and the potential for volley fire.
Correct me if I'm wrong, but bows cannot compete with this for skirmishers. MAYBE if the Skinks are bunkering a Slann or Skink Priest they can keep farther back from the enemy and still shoot but if it's a character bunker, I want shields.
An archer cohort has some appeal, they are more likely to be able to use volley fire but a Cohort is probably going to have to fight something in close combat eventually, and I want the shields. Also archers in a building would not be secure as javelin Skinks in a building since there is no minimum distance to the charging enemey for a javelin stand and shoot.
When is a non-gimmicky situation I should consider archer Skinks? What if I gave the archers buckler shields?
Skink Chiefs? Is worth giving them a bow instead of a blowpipe or javelins?