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Right, another "8th ed, what have you done to my finely laid tactics" thread from me.

Thrown weapons, a staple of my Marauder Horsemen seem to have had a massive nerf in 8th ed.

I cannot find anywhere in the rulebook which states that these now have no penalty for shooting at long range, thus it seems that now my 2pt per model throwing axes suddenly have to be even closer to the enemy to have reasonable odds of hitting.

Is this right, or have I missed something?
 

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Nah, your right on the ball... they now have long range, but as a bonus can stand and shoot at any distance. But if you're feeling hard done by look down at my gnobalrs and smile- a standard round of shooting at 4-8" range will need 6s to hit... and with S2 weapons 1-2 hits just isnt good enough. The stand and shoot rules are a joke too... if the enemy charges me from within 4" I hit on 6s, and that goes up to 7s to >4" charges. Dont even mention skirmishers...
 

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Youch.

Throwing Axes are +1 now? or +2 str.
ouch if only +1
either way, with a unit of costly centigors and these mentioned (throwing axe) upgrades, that's about as much shooting as a Beastmen army will EVER get.
 

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Stand and Shoot without the penalty, and move and fire without the penalty.
Well the second part is true, but not the first- "Quick to fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting"
The part about also being able to stand and shoot at close range charges is an entirely different sentence and makes no reference to not taking the stand and shoot penalty.
 

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Youch.

Throwing Axes are +1 now? or +2 str.
ouch if only +1
either way, with a unit of costly centigors and these mentioned (throwing axe) upgrades, that's about as much shooting as a Beastmen army will EVER get.
You seem to be forgetting ungor raiders. Cheap, ambushing skirmishers who now no longer slow down the line they're screening if they want to shoot. 63 pts gives you 10 of these little beasties with a musician ( for the +1 LD to rally when they flee from a charge). I can't see not fielding at least 4 of these units
(2 in a long skirmish line screening your advancing line, and 2 ambushing with the potential to show up on your opponent's flank or rear on Turn 1).
 

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So instead of shooting war machines, you need to charge them. Not all that hard...
 
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