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Jezzails in a UCoD Army
Topic Started: 31st August 2005 - 06:13 PM (215 Views)
Skriggit the Rat Ninja
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Okay I'm new at Skaven and Eshin but I REALLY want to make an UCoD Eshin army just cause its so cool and I love skirmishers!!

I've been looking at some lists, and I noticed that most people take about 5-10 Jezzails in their armies, even when they'll only be able to actually shoot half of the time in the darkness.

My question is, do you guys think taking Jezzails is actually worth the points even though they probably don't get to shoot as much as they would during the day?

I just don't want to waste the points on jezzails and have them not kill anything when I could be getting more gutter runners behind the enemies line!

So, what do you all think??
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Morkskittar
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Skriggit the Rat Ninja
Aug 31 2005, 02:13 PM
Okay I'm new at Skaven and Eshin but I REALLY want to make an UCoD Eshin army just cause its so cool and I love skirmishers!!

I've been looking at some lists, and I noticed that most people take about 5-10 Jezzails in their armies, even when they'll only be able to actually shoot half of the time in the darkness.

My question is, do you guys think taking Jezzails is actually worth the points even though they probably don't get to shoot as much as they would during the day?

I just don't want to waste the points on jezzails and have them not kill anything when I could be getting more gutter runners behind the enemies line!

So, what do you all think??

A bit hard to say... You really do need to get some hard hitters for cavalry... So take a unit of 6 or 7, as you don't want to spend 180 or 200 points on them in Eshin...
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Warlord Gnashik
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Usually UCoD rolls will result in ranges of 18-24". This does cut down on the effectiveness of the jezzails, but you just need to take advantage of the moments when you can get a good shot in. I recommend you take a unit of 5 or so to deal with cavalry or other tough or heavily armored units. Eshin UCoD armies don't have a lot to take down these units. Jezzails and globadiers are your best choices.

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dublinlaxd
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I normally take Globadiers to handle my heavy unit killing jsut because when it works its great and when they die....well thats just skaven. Jezzails are great and I would take them. Liek they said get the shots when you can. I find the UCoD great for stopping long distance cannon/gunner army(I HATE THE DWARVES) but still makes jezzails and what not quite effective.
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Tilara
Grey Seer
The biggest advantage of jezzails is psycological. Most opponents are so afraid of them they'll divert a larger than needed percentage of their army towards the jezzails which tends to create weakeness elsewhere in their lines.
When I see my opponent holding back on 'big' units during deployment, I'll sometimes "accidently" deply my jezzails early on after a few nightrunner units. They'll either put their knights down as far from the jezzails as they can, else put some screen type units or large blocks near them. In this way, i can kinda get him to deploy how I want and it helps set the tone for the fight. When he spends a bunch of time going after jezzails, i can pick off other unsupported units or surround him.

Sometimes, the jezzails actually get to kill stuff too!
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Antherak_173
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Jezzails are quite useful. Don't forget that, when not shooting, they are still 10" move and 2 attacks each. They are as capable of taking down soft units in hth or participate in a multiple charge as night runners.
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