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| Jezzail shield | |
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| Tweet Topic Started: 16th November 2009 - 05:08 AM (896 Views) | |
| kizzlesticks | 16th November 2009 - 05:08 AM Post #1 |
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Pick-up 'Sticks
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My friend had a look at the new army book and noticed that the jezzail pavise (which is large and cumbersome in the flavor text) now provides a straight up armor save, whereas in the previous edition it used to be just against shooting. I would like peoples thoughts on whether this was intentional or an oversight. My feeling was that since the other weapons teams got a ward save buff for being near their unit they might have passed more save buffed onto the jezzails as well. Later! 'Sticks |
Woomba: The Hypherion Incident-OOC
I'm back, and here to stay! | |
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| Calriel | 16th November 2009 - 06:22 AM Post #2 |
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What it seems like to me, is that they looked at which units they thought were a bit overpowered for us, and which were a bit underpowered. Probably that's why they boosted the weapon teams and toned down the jezzails. And to not make them too crappy, they compromised by giving us the 4+ armour save. I think it was intentional. Besides, I wouldn't start doubting the book out or principal Cheers! Cal |
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| scrivener | 16th November 2009 - 06:42 AM Post #3 |
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*toot*
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it makes sense to me. Standing behind a wall of giant shields is going to provide some protection, plus this means we'd be less fearful of getting them in combat. |
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| Nemesis | 20th November 2009 - 08:29 AM Post #4 |
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Engineer of Devices and Demises
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Jezzails were nerfed? Did I miss something? Yeah they don't skirmish anymore, but man are they still mean against big baddies, and worth every point. And the all-around armor save is really nice now. |
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"Forum posts should be like skirts: Long enough to cover the subject material, but short enough to keep you interested." - Unknown "It's always best to kill the messenger." - Skaven Army Book 7th Edition, Lore of Ruin entry | |
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| Tenoshii | 20th November 2009 - 10:41 AM Post #5 |
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Warlord
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Loss of skirmish is a huge nerf. Not having 360 degree sight means that fast fliers and cavalry will be flanking and killing them very, very quickly. |
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| scrivener | 20th November 2009 - 12:54 PM Post #6 |
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*toot*
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Yep, but being a skirmisher didn't make realistic sense IMO when it's a two man team with one guy carrying a giant shield and the other wielding an overly long rifle that needs to be balanced on a stand. And a row of them too. 360 is a loss, but it just means they need to be used with more preemption. |
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| Bibamus | 20th November 2009 - 01:24 PM Post #7 |
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Grey Seer
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fast cav can be cut down even with slings, they dont have any notable armor save except the odd 4+, as for flyers, we have storm banner and the lovely spell. they did get nerfed, and unfortunately didn't get any cheaper point wise or cold hard cash, but still usable and rather usefull, and now they could stand a chance in CC agains enemt light infantry. one game i had 20 DE spearmen run away from my jezzails after they charged me and didn't manage to kill anything, i killed 2 and he ran, didn't cath him
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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| Plaguepriest_Squee | 20th November 2009 - 07:43 PM Post #8 |
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Clanrat
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I dunno, I kind of like that they don't have a maximum unit size now. Yeah, anything above 10 Jezzails may be really clunky, but you have the option, if you're playing on a big enough board. |
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| Bibamus | 20th November 2009 - 11:21 PM Post #9 |
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Grey Seer
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on topic (kind of): are jezzails infantry or cavalary? they were cavalery in the 6th ed. army book and thus couldn't enter buildings, but now? -3 to shooting against them would be really nice errata in the 6th ed. army book only mention they are immune to spells that target cav. not that they were infantry on cav. bases |
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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| Ace0fskulls | 21st November 2009 - 01:23 AM Post #10 |
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Stormvermin
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I still think jezzails are still quite useful, they are still str 6 ( thank teh horned rat) and for 100 points you get 5 str 6 shots per turn while they are alive and they still have a 36 inch range. perfect for sniping lightly armourmed things such as giants
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| 'Even through the darkest days, This fire BURNS, always' | |
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| Tenoshii | 21st November 2009 - 04:36 PM Post #11 |
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Warlord
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Yeah, I definitely agree that skirmishing was silly for them, losing it is still a downgrade though. I'm not convinced Jezzails are really worth it. Monsters can be dealt with pretty reliably with the Doomwheel, which has the advantage of being nasty in combat too. For the same price as 7 Jezzails+sharpshooter you can get a Doomwheel instead... I'm pretty sure I know which I'll be going for in most games. |
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| Warlock Rageaganish | 21st November 2009 - 06:37 PM Post #12 |
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I used to be schizophrenic, BUT WE'RE OKAY NOW!
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Just keep in mind that jezzails tend to be more reliable than the doomwheel for taking down armored cavalry, for example... I've seen a doomwheel run for 4 turns after a unit of 5 Chaos knight without doing a single wound, lightning blazing and all... 7 Jezzails would have gunned those chaos worshipper in 3 turns maximum if you're not lucky...It's just a matter of army composition, if you don't enjoy the sniping teams of skryre, they also supply doomwheels if your clan can afford them...
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![]() WARNING: Critical thinking can lead to improved mental facility, decreased gullibility, increased social activism, an improved quality of discourse, and a better understanding of the surrounding world. May also lead to change of minds, revision of opinions and ignoring of bad political pundits. | |
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| Bibamus | 21st November 2009 - 08:50 PM Post #13 |
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Grey Seer
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dont forget the 36" range of the jezzail, they are fairly safe from enemy shooting, charging with high S attacks (i.e. lances) imo it's a matter of taste, i'd rather take the doomwheel cause it looks better, it can do nasty stuff in CC and its not as expensive money wise, you buy a doomwheel for the price of 2 1/2 jezzails |
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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| Riktikticheck | 21st November 2009 - 09:09 PM Post #14 |
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Warlord
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2 1/2 jezails is 50 pts doom wheel is 150 points also they acomppany different slots so no need to choose if you don't want to. i do like the wheel my self but mostly because of the threat it poses in the other players mind (sure the thing can be devastating but chanses are it's not) |
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| Bibamus | 21st November 2009 - 09:33 PM Post #15 |
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Grey Seer
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jezzail 8£ doomwhell 20£ |
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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7 Jezzails would have gunned those chaos worshipper in 3 turns maximum if you're not lucky...