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Made in us
Gor with Big Horns



Sinnoh

 Gorbad wrote:

His question is about random movement in combination with skirmishers and that question is really interesting to me too.
For other skirmisher it's pretty clear. The reform stuff is pretty easy. You can reform as often as you want as long as you have "movement" left.


Well to move a random unit, you pivot and roll. If it is enough to get into combat then it is in combat, so would shrink once it is understood to be fighting that combat phase. As no squig is going to miss out on a free-lunch.

But that then points to a rules conflict: Can a random movement skirmisher unit reform at will?
Either; 1 - it gets a free pivot and moves the max distance rolled or until terrain or friendly unit. Meaning no reform!
Or; 2 - it gets as many reforms it's rolled Movement allows. Meaning not to the Random movement ruling!
   
Made in no
Liche Priest Hierophant





Bergen

The part about measuring for each model mostly comes into play when you are reforming ranks, wheeling, reforming back etc. To keep you from forming into a 1 model vide rank, wheel, and reform back. While skirmishers can wheel as mutch as they wnat they still have to not move each model to mutch I belive? It is a bit long since I read up on it.

   
Made in us
Longtime Dakkanaut




Oklahoma City

MeanGreen wrote:
 Gorbad wrote:

His question is about random movement in combination with skirmishers and that question is really interesting to me too.
For other skirmisher it's pretty clear. The reform stuff is pretty easy. You can reform as often as you want as long as you have "movement" left.


Well to move a random unit, you pivot and roll. If it is enough to get into combat then it is in combat, so would shrink once it is understood to be fighting that combat phase. As no squig is going to miss out on a free-lunch.

But that then points to a rules conflict: Can a random movement skirmisher unit reform at will?
Either; 1 - it gets a free pivot and moves the max distance rolled or until terrain or friendly unit. Meaning no reform!
Or; 2 - it gets as many reforms it's rolled Movement allows. Meaning not to the Random movement ruling!


with as bad as squig hoppers seem to suck, I'm hoping a #3 exists in which they don't shrink, and get reforms (that don't allow extra movement further than what was rolled)


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Killer Klaivex




Oceanside, CA

Squig hoppers are dedicated monster killers.
A unit of 5 is dishing out 8-10 S5 attacks and 5 S3 attacks, and cannot be stomped on (they are cav).
Add in the random movement 3D6 (so no fleeing) and ITP, and they work out pretty well.

If you get any swamps on the table (dangerous on a 1-2) these guys really shine. Being skirmishers, they ignore the dangerous tests.

So, 60 points for the only skirmishing cav in the game is a pretty decent deal.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Longtime Dakkanaut




Oklahoma City

Compare them to squigs though, 50% mor expensive to gain extra s3
Attack, skirmish, cav, and random move. (And squigs can only fight in 1 rank)

I find mine just die to monsters regardless. There are not enough of them to finish job it seems. If you take enough to so so then missing squig attacks from 2nd rank?

They aren't terrible. But they aren't as good as their herd counterparts if you ask me. Which made me joke about hoping they get the best of both worlds

I only use mine to suprise opponents with charges to weird directions. (Backwards usually)

Or I run them Into impassable terrain in front of wM until miners show up to wreck em, then charge into em (backwards) ?

This message was edited 1 time. Last update was at 2013/04/08 17:11:51


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Killer Klaivex




Oceanside, CA

tgf wrote:
I use a pack of 10 ungor raiders with musisian to hide my 3 shadow stone shamans. It give the enemy -1 to hit and my shamans get LoS and distributed as per shooting that way as well. While they are not as awesome as the free moving 7th skirmishers they are still not completely horrible.


Better yet, put them in an ungor raider unit, behind an ungor raider unit. That's -3 to hit the unit with the shaman.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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