kroxigor01 said:
Wiggus said:
Javelins give you more manoeuvrability as you can move and fire without penalties i find that often with blowpipes 50% of the time i end up opting for one shot in order to maintain poisoned personally i find if i want blowpipes i take chameleons if i want normal skinks is jav shield every time
In almost all cases all the skinks are looking for are for poisons which blowpipe are equal or better at in every case (except standing and shooting at ridiculously short ranges) and they cost fewer points/
Dont believe it is "every case (except standing and shooting" that blowpipes are better
Here are a couple of examples of where it is beneficial to go Javs:
1. You are more than 18 inches away from the target unit at the start of the turn (likely turn 1 and maybe 2)
Blowpipes: Move (-1) Long Range (-1) Single Tap = 10 shots hitting on sixes
Javelins: Long Range (-1) = 10 shots hitting on 5's (although we are wanting 6's for poison)
2. The target unit is a skirmishering unit
Blowpipes: Move (-1) Skirmishers (-1) Short Range Single Tap = 10 shots hitting on sixes
Javelings: Skirmishers (-1) = 10 shots hitting on fives
3. The target unit is in soft cover
Blowpipes: Move (-1) Cover (-1) single tap = 10 shots hitting on sixes
Javelins: Cover (-1) = 10 shots hitting on fives
4. The target is in hard cover
Blowpipes: Move (-1) Hard Cover (-2) singe tap = 10 shots hitting on sevens (no poison)
Javelins: Hard Cover (-2) = 10 shots hitting on sixes
along with the aforementioned stand and shoot bonus, the 6+ gives you a greater chance of surviving strength 3 shooting and the 6+/6+ gives you a better chance of winning a combat (my skinks have fought off wolves/harpies/other small chaff units before)
although saying that, I often take one blowpipe, one jav and one chamos, and use them accordingly depending on the context