Switch Theme:

QUESTION ABOUT LIZARDMEN!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in hk
Fresh-Faced New User




I HAVE CHECK OUT THE ARMYBOOK AND RULEBOOK! BUT I CAN NOT FIND ANY INFO ABOUT BLOWPIPE!

IS BLOWPIPE 12' S3 & SHOOT TWICE?

ALSO ABOUT TEMPLE GUARD!! THEY HAVE SCALY SKIN 5+ SAVE!

BUT WEAR LIGHT ARMOUR! IS IT THIS MEAN THEY GOT 4+ SAVE AGAINST SHOOTING?

CARRY SHIELD IN CLOSE COMBAT IS IT THIS MEAN THEY GOT 3+ SAVE??

MY FRIEND TOLD ME THEY HAVE A 3+ SAVE AGAINST BOTH SHOOTING & CLOSE COMBAT?

ALSO DO THEY CARRY ONE HAND HALBERD ANOTHER HAND CARRY SHIELD?

THANK YOU SO MUCH!! I REALLY NEED HELP!!
   
Made in gb
Potent Possessed Daemonvessel






The rules for the blowpipe are on page 49 of the Lizardmen army book. Multiple shot 2x means that the firer may choose to shoot double the number of shots (i.e 2), but suffers a -1 penalty to hit. they are also poisoned attacks if shot by skinks.
As for your question on temple guard, I interperet it as they get a 3+ armour save against shooting, and a 4+ in Combat (I could be wrong here, but Halberds are two handed weapons, and to use a sheild in close combat I think you need one free hand )

Hope this helps.

LLF

This message was edited 1 time. Last update was at 2009/09/27 13:14:38


 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

Scaly skin (5+) plus Light Armour and Shield make for a 3+ save against ranged attacks. Although the halberd may not be used with the shield, the alternative is to fight with hand weapons and shields, making for a 2+ save.
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Arctik and Fauntleroy both answered the question, but I thought I'd make this off-topic aside -

You should really consider using proper capitalization instead of typing everything out in all caps.


DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in ca
Huge Hierodule






Outflanking

I second all of the above.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in hk
Fresh-Faced New User




Little lord Fauntleroy wrote:The rules for the blowpipe are on page 49 of the Lizardmen army book. Multiple shot 2x means that the firer may choose to shoot double the number of shots (i.e 2), but suffers a -1 penalty to hit. they are also poisoned attacks if shot by skinks.
As for your question on temple guard, I interperet it as they get a 3+ armour save against shooting, and a 4+ in Combat (I could be wrong here, but Halberds are two handed weapons, and to use a sheild in close combat I think you need one free hand )

Hope this helps.

LLF




Thank you so much! This really helps!!

Got one more question! Temple guard carry both halberd and hand weapon is this mean they can alternative in the game? If can, can they also doing this in combat? Thanks


Automatically Appended Next Post:
Arctik_Firangi wrote:Scaly skin (5+) plus Light Armour and Shield make for a 3+ save against ranged attacks. Although the halberd may not be used with the shield, the alternative is to fight with hand weapons and shields, making for a 2+ save.



This is good idea!! Unbeatable TG!! I might have a unit of 20 of them!

Thanks for your help!!


Automatically Appended Next Post:
Jin wrote:Arctik and Fauntleroy both answered the question, but I thought I'd make this off-topic aside -

You should really consider using proper capitalization instead of typing everything out in all caps.




Sorry!! My bad!! ><

This message was edited 2 times. Last update was at 2009/09/28 05:34:48


 
   
Made in gb
Decrepit Dakkanaut




Not at all unbeatable, 2+ saves drop to 3+ or 4+ once their strength starts ramping up....

You cannot alternate weapon choices during combat: you must pick a weapon (halberd etc) at the start of the first round of combat and stick with it until combat has finished.

Also note the +1 for HW plus shield is onluy when engaged to the front.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Yup. You could alternate from fight to fight, however. So if you’re in a combat where you need the extra protection but don’t need high strength (maybe against an enemy unit using spears, but only T3), you could choose to fight with hand weapon and shield at the start of that fight. And if you get out of that fight intact, and wind up in a new combat against an enemy unit with really good armor saves where you want higher strength (maybe enemy knights), you could choose at the start of that new fight to use the halberds instead of your shields and hand weapons.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in hk
Fresh-Faced New User




nosferatu1001 wrote:Not at all unbeatable, 2+ saves drop to 3+ or 4+ once their strength starts ramping up....

You cannot alternate weapon choices during combat: you must pick a weapon (halberd etc) at the start of the first round of combat and stick with it until combat has finished.

Also note the +1 for HW plus shield is onluy when engaged to the front.



Thank you so much!! Now I understand more!!


Automatically Appended Next Post:
Mannahnin wrote:Yup. You could alternate from fight to fight, however. So if you’re in a combat where you need the extra protection but don’t need high strength (maybe against an enemy unit using spears, but only T3), you could choose to fight with hand weapon and shield at the start of that fight. And if you get out of that fight intact, and wind up in a new combat against an enemy unit with really good armor saves where you want higher strength (maybe enemy knights), you could choose at the start of that new fight to use the halberds instead of your shields and hand weapons.



Thanks for the tips!! It really helps!! ^^

This message was edited 1 time. Last update was at 2009/10/04 21:47:38


 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: