Hey,
I am a little confused about the new rules for skirmishers in the 8th edition and errata.
I am right now between fitting two units x10 of skink skirmishers into my 1000 pt army or putting three units of x10 skink cohorts in my army to screen my saurus units.
Problem is I dont really understand the rules for fleeing with skink skirmishers.
If I put my skink skirmishers within the 12 inch range for long range shooting what happens if I flee as a charge reaction successfully. Say...
My unit of skink skirmishers gets all x10 of its models in the long range distance for it's blowpipes to shoot for my first turn.
The next turn my opponent's dwarves declare a charge against my skink skirmishers. I then choose the flee reaction because I cant stand and shoot with blowpipes.
Now that it is a turn later I will go and in the compulsory movement phase rally my skinks. I rally my skinks and now does this mean that they just sit there, not shooting or moving(besides turning around) for the rest of the turn?
If so then next turn he can just move up and charge again...?
My problem is that skirmishers get free reforms. So I wasnt sure if the skirmishers reforming after fleeing could possible shoot or move because they dont take penalty for turning around/reforming.
My question ends with this:
Is fleeing as a charge reaction(besides being fast calvary) useless? And if so then hit and run tactics arent very good. If thats so should I just take the 3 units of cheeper cohort and just stand and shoot instead of trying to take units and use the "hit and run tactic". Lastly, what charge reaction should you do if your salamanders get charged(same kinda problem).
I have read a lot of posts and I have read the rule book and errate over and over and am still confused. Any help/suggestions would be great.
-Best
I am a little confused about the new rules for skirmishers in the 8th edition and errata.
I am right now between fitting two units x10 of skink skirmishers into my 1000 pt army or putting three units of x10 skink cohorts in my army to screen my saurus units.
Problem is I dont really understand the rules for fleeing with skink skirmishers.
If I put my skink skirmishers within the 12 inch range for long range shooting what happens if I flee as a charge reaction successfully. Say...
My unit of skink skirmishers gets all x10 of its models in the long range distance for it's blowpipes to shoot for my first turn.
The next turn my opponent's dwarves declare a charge against my skink skirmishers. I then choose the flee reaction because I cant stand and shoot with blowpipes.
Now that it is a turn later I will go and in the compulsory movement phase rally my skinks. I rally my skinks and now does this mean that they just sit there, not shooting or moving(besides turning around) for the rest of the turn?
If so then next turn he can just move up and charge again...?
My problem is that skirmishers get free reforms. So I wasnt sure if the skirmishers reforming after fleeing could possible shoot or move because they dont take penalty for turning around/reforming.
My question ends with this:
Is fleeing as a charge reaction(besides being fast calvary) useless? And if so then hit and run tactics arent very good. If thats so should I just take the 3 units of cheeper cohort and just stand and shoot instead of trying to take units and use the "hit and run tactic". Lastly, what charge reaction should you do if your salamanders get charged(same kinda problem).
I have read a lot of posts and I have read the rule book and errate over and over and am still confused. Any help/suggestions would be great.
-Best