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8th Ed. Some Tactic Questions

Slaantastic said:
Wait do repeater bolt throwers really get a minus one if they choose to multishoot?
See bottom left corner of pg 73 of massive tome. Multiple shots are at -1 in addition to any other penalties that apply.
 
Yeah... about that. They're not classified as being Multiple Shot weapons so they don't get the -1 I'm afraid.
 
Well, in defense of Blowpipes being quick-to-fire... Their multi shot isn't the same as most other multi-shot ranged weapons in warhammer. I don't think of the skinks as putting two darts in the blowgun! First of all, they couldn't go side-by-side and second, if you put one in front of another, not only is accuracy lost, but tons of momentum as well! So they are loading it and then shooting and then loading and shooting again.. That sounds quick-to-fire to me... -.-

They should be quick-to-fire for purposes of stand and shoot reactions but if the opponent is within half-range of charge distance they can only fire once... Just saying ;)
 
Ionus said:
Lord Cedric said:
1)

Lord Cedric said:
4)Which brings up next question: High Elves - speed of Asuryian. Does this affect ranged weapons and shooting phase too? My high elf opponent was rerolling all missed hits during first round of attack per turn.. that kinda hurt. lol.

Speed of asuryan is for only in combat. It does not affect shooting in any way. In combat, they have always strike first, even with great weapons, and if their initiative is highe than yours, thhey get tot reroll misses.

Only high elf sword masters have always strike first with great weapons the rest it cancels out and they strike in initiative order.
 
I thought they all had the Speed of Asuryan rule, which is the one that allowed them to strike first regardless of the fact they're wielding great weapons. Where does it say that SM are the only ones?
 
No, Speed of Asuryan is Always Strike First. That's it, there is no special proviso to the rule. The rulebook then states that if you both have the Always Strike First and Always Strike Last rule, they cancel each other out. Swordmasters have an extra special rule that allows them to Always Strike First even if they do have Great Weapons; no other High Elf has this rule. And yes, Always Strike First does not allow them to always re-roll misses. Only in Close Combat, if they have higher initiative than their opponent (equal to or higher or just higher?) they re-roll their first miss. Stupidly, unlike Dark Elves, they can re-roll their first miss in every round of combat. And they always strike first. There was supposed to be a balance between these two army-wide special rules, but 8th Ed just broke it...Sorry, old Dark Elf player, excuse the rant.
 
Wolf said:
Yeah... about that. They're not classified as being Multiple Shot weapons so they don't get the -1 I'm afraid.

Hang on, does this mean that Ancient Stegadon blowpipes don't suffer the Multiple Shot modifier for Giant Blowpipes?
 
According to the same logic yes, they don't. It'd be pretty insane otherwise..
 
So despite having to hang on to a stampeding monster on a rickety howdowah whilst trying to aim two machine gun blowpipes and rapidfiring up to 6 times the number of darts a skink on foot does, they still are more accurate?

Ah well, I won't complain!
 
I know it's not logical, the way I think of it is the Skinks loading the (rather large) pipe with darts and then just blowing it with all their might and the darts just fly out... All I'm basing this on is that nowhere does it say Multiple Shots..
 
Wolf said:
Yeah... about that. They're not classified as being Multiple Shot weapons so they don't get the -1 I'm afraid.
Hrmm...I'm not so sure. Lizardmen Army Book, Page 49, Skink Chiefs, Blowpipe: Rules: 2 x Multiple Shots

For the Stegadon, I view it as being like buckshot from a shotgun. 2D6 poisoned buckshot. :mad:
 
That's a standard blowpipe carried by a regular Skink, this one is bigger and nastier :P like comparing a repeater crossbow with a Reaper Bolt Thrower ;)
 
I thought what I quoted was talking about skink skirmisher an chameleon blowpipes. If not then, yeah, just ignore what I said (except for the pointy, poisoned buckshot thing).
 
Regular blowpipes definitely have the Multiple Shots rule, the bigger ones on the Ancient do not.
 
Hydras are a pain- I run them often enough, I should know- so how do I like to put down a 5 headed chicken?

1: Flame banner on a fairly large group of Saurus. Cheapest painful charge in the games because it's just a small Core group, plus 10 points. It won't have great long term CR, either. Just beware if it lives for longer than 2 rounds as that will be over-extending yourself.

2: Do your best to nail it with a Lore, or synergy with a group to do it- You can't hit the handlers (it's a special rule they have, so watch out for canny players who know that) but you can nail it to a wall if you can figure a way to buff skinks or something unexpected to just take it out.

3: Salamander. I only know 3 Lizzie players, and I know at least one or 2 that carry 2 Sala's regularly. You may not get the panic text, but any wound you can get that it can't regenerate is awesome because it's S starts @ 5, and lowers per wound.

I'd dispute the ASF thing quite a bit. Being a mainly Druchii player, and trying to kill those HE jerks MANY times and failing half of them(lol), it just affects normal combat. If you have ASF banners on something it just becomes a matter of Initative buffs if you could give it to your unit.

and no: Repeater CrossBows DO get the -1 for DTap (also for Musician Reform, and another for long range after 12") .Repeater Bolt Throwers are a machine of an entirely different calibre lol; they only get 2 types of shots 1 big one that mows rows(Ignores Armour, D3 wounds, and -1S for every row you keep going thru), and a barrage of 6 into one guy(-2 Armour plus Strength penalty to Armour).
 
my mistake. the -1 to hit for multiple shot was from 7th, where any shooting weapon that fired more than once recieved a -1 to hit. now its only the weaons with multiple shot in their special rules
 
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