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		<title><![CDATA[Latest posts for the thread "Skinks: Jav+Shield or Blowpipe?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Skinks: Jav+Shield or Blowpipe?"]]></description>
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				<title>Skinks: Jav+Shield or Blowpipe?</title>
				<description><![CDATA[ I won't divulge my personal preference here, but here are the facts:<br /> <br /> Common:<br /> Same points cost<br /> Poison<br /> <br /> Blowpipe (threat range 18", but see Cons, below):<br /> Pro: Multiple Shots<br /> More Range<br /> Con: If moved+long range+multiple shots, they do NOT count as poisoned (need 7's to hit)<br /> Almost never hitting on 4+, as you will be firing multiple shots at least, and probably either long range or moved as well)<br /> <br /> Javelin+Shield (threat range 14")<br /> Pro: Always hits on 4+ (doesn't count moving, doesn't count long range)<br /> Have 6+ Armour save<br /> Have 5+ Armour save in Close Combat (hand weapon and shield)<br /> Con: Lower range<br /> <br /> What are people's thoughts?<br /> <br /> Viperion]]></description>
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				<pubDate><![CDATA[Mon, 5 May 2008 02:33:04]]> GMT</pubDate>
				<author><![CDATA[ Viperion]]></author>
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				<title>Skinks: Jav+Shield or Blowpipe?</title>
				<description><![CDATA[ I would always take the blowpipes. The longer range is great for sitting in cover and annoying the gak out of your opponent. Javs don't have enough range for your opponent to not easily avoid them. I think the extra armor save is a moot point because I won't try and rely on skinks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> no matter what. Just my two cents.]]></description>
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				<pubDate><![CDATA[Mon, 5 May 2008 04:23:38]]> GMT</pubDate>
				<author><![CDATA[ PistolWraithCaine]]></author>
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				<title>Skinks: Jav+Shield or Blowpipe?</title>
				<description><![CDATA[ the blow pipes are better because once they are in the wood they can happily threaten giants etc with their poison trust me, i have an all skink list had they kill ogres,minotaurs anything big quite quickly]]></description>
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				<pubDate><![CDATA[Mon, 5 May 2008 06:43:45]]> GMT</pubDate>
				<author><![CDATA[ orkyboss30000]]></author>
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				<title>Skinks: Jav+Shield or Blowpipe?</title>
				<description><![CDATA[ Personally, i take blowpipes due to the longer range. Sure the javelins hit more often, but you have to be REALLY close to a unit which can make it difficult to evade the unit's charge. <br /> Really, I wouldn't care if skinks got a 3+ armor save in close combat. They're still toughness 2, which means they'll never make it far against anything besides fodder units while in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> Also, in the situation outlined above where they would only hit on 7's, I'd just opt to only fire once so I still hit on 6's. Statistically, you'd still have the same number of hits, only going with fewer shots you don't have to roll to wound. I remember seeing someone do the math-fu on this and it turned out that against most enemies, javelins only proved better at 6"-8" away from an enemy unit, where blowpipes take the additional long range penalty, but javelins are still within range.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 03:13:54]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Re:Skinks: Jav+Shield or Blowpipe?</title>
				<description><![CDATA[ blowpipes have done more for me in more battles but i have found that a mixture of the two in separate units works nicely. those units that will be more open to or look like they will be charged more i give javalins. any units that i will use at range or will advance more slowly i give blowpipes.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 23:23:09]]> GMT</pubDate>
				<author><![CDATA[ cyanidemassive]]></author>
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