![]() I've found a lot of the things that cause issues are heroes and monsters so it might be the bows then that are just better at dealing with those. I guess I will need to re-evaluate my thinking. Wow you are right! I misread that and was working under the assumption that it was good against smaller sized units. Judicators with 24" or 18" range have enough reach to support this, and I'm able to cripple two units at a time. With 3D6" charge, they've got the speed to do it. I'm using mine to shoot up a unit near the extreme flank, and then charge into the extreme flank. If you shoot at a unit of 6 or more, it's auto-mortal wounds. The special crossbow is good at killing larger units, and much worse at single models. If you roll a 3 or higher, you do nothing. ![]() If you roll a 1 or 2, you do D3 mortal wounds. If the total is equal to or less than the number of models in the target unit, you do D3 mortal wounds. Roll a D6, subtract 1 if the target is a monster or hero. I don't think it is going to ultimately be enough to make me take them but it is pretty awesome to just pick a hero within 18" and cause d3 mortal wounds. I will say that the crossbow special weapon is great against heroes and monsters and is the only redeeming thing for me that even makes me want to take the xbows. Having a unit that can sit back and shoot seems to be much better as nothing else in the army can fulfill this role. 12" range and only have 3 shots if you don't move is pretty limited to close range fire support which I think the prosecutors can fill. Killermonkey wrote: Yeah for me I think I've decided it comes down to the roll you think you will need and long range fire support is what this army needs. Am I seeing right that the special weapon is only one model in the box and you just name which one it is during the game? That's a bit unfortunate. Means they can at least do something if they are 13+ inches away. I think 4 crossbows with the shockbolt bow is a good choice, gives you a 2+ to hit D6 wounds on a target 24inchs away as well as some very tasty close combat/shooting. 5 wounds against 1 wound, no save models would be enough to cause a bit of damage battleshock wise as well. I think they will be best to use WITH liberators though, send the liberators in first and then your Judicators to add plenty of extra wounds in. Thinking about the shooting in combat, the crossbows win. looking at ~5 wounds in close combat, from just 4 guys (not counting the Prime) which is impressive. ![]() I think I'm leaning to them over the bows because of the shooting from combat rules. That could be a painful unit to be going into combat around. They wouldn't have moved, so they could get the rapid fire off each turn. I think I'm leaning to them over the bows because of the shooting from combat rules.īurningstuff wrote: Or even shoot them from combat. I guess you need to use the crossbows WITH a large group of liberators, say 10 or so, and stick these 4/5 inches behind them and shoot into combat. Cant see you really ever getting rapid fire off with them. they will get 1 volly off then get charged. The 12" range of the crossbows just seems rather mad. Still I think I would rather have the SkyBolts, but would want some kind of + to hit buff with them, or they aint getting many hits. ![]() so only the 4 attacks plus the shock bow. Just realised that you can't rapid fire the skybolts. Math hammer, its 7 or so -1 rending wounds when rapid firing at 24 inches. ![]() Remember Rapid Fire, so 10 attacks and 2 hitting on 2+ for the prime with the shock bow. Gradyhawks wrote: Gotta be the skybolts with the shock bow. ![]()
0 Comments
Leave a Reply. |