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![[Post New]](/s/i/i.gif) 2009/10/30 00:58:49
Subject: Skinks w/ Javelins or blowguns?
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Mutilatin' Mad Dok
SE Michigan
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Which is better?
Oh, adn I also have been tying to find out what the range of the blowgun is, can someone give me a page number please?
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![[Post New]](/s/i/i.gif) 2009/10/30 01:31:19
Subject: Skinks w/ Javelins or blowguns?
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Charging Bull
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Blowguns- pg 49 with skink chiefs
I would use blowguns, 2x multi shot & poison = dead to anything without an armor save.
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16,000 points daemons fantasy
6000 points lizardmen
3500 points ogre kingdoms
1500 points tau BFG |
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![[Post New]](/s/i/i.gif) 2009/10/30 01:37:29
Subject: Skinks w/ Javelins or blowguns?
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Longtime Dakkanaut
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Javelins are good with them being an 8" range throwing weapon. No penalty to hit for movement or long range. If Skinks didn't have poison, these would logically be the best choice in weapons.
However, Skinks do have poisoned shots. And in this regard, the extra 4" of range and being able to fire twice makes up for the lack of penalties when you can just rely on auto-wounds from 6's to hit.
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![[Post New]](/s/i/i.gif) 2009/10/30 02:20:40
Subject: Skinks w/ Javelins or blowguns?
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[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..
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You don't have to multishot with the blowpipes, so you can get a 12 inch range and not be hitting on 7's (move, long range =6)
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![[Post New]](/s/i/i.gif) 2009/10/30 02:34:46
Subject: Skinks w/ Javelins or blowguns?
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Charging Bull
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Multi shot is for when you skinks get really close to that large target that is itching to get shot at. 10 skinks doing 20 shots can be pretty bad, cast portant of phar on them and you have a pretty nice way to deal with gaints and other big nasty creatures.
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16,000 points daemons fantasy
6000 points lizardmen
3500 points ogre kingdoms
1500 points tau BFG |
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