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Ok this is my 2000pts army list your advice will be appreciated.
4th Gen., Diadem of Power, Plaque of Tepok, Cupped Hands of the Old Ones, Standard Bearer, War Banner. 515
Blessed Spawning of Quetzl, Blessed Spawning of Itzl, Light Armour, Rides a Cold One, Great Weapon, Glyph Neclace. 164
Blessed Spawning of Quetzl, Level 2 Mage, Scouts Special Rule 115
Full Comand, Blessed Spawning of Quetzl 300
12 Skink Skirmishers to go with Skink Priest
Blessed Spawning of Quetzl, Jav and Shield, Scouts 89
12 Skink Skirmishers
Blessed Spawning of Quetzl, Blowpipes and Hand Weapons 77
16 Saurus the Slanns bodyguards
Full Command, Blessed Spawnings of Tlazatcol and Quetzl 272
7 Coldone Cavalry to go with Scar Veteran
Champion and Standard 295
I'm thinking if it would be a better idear for a army with a slann to drop the cold ones and drop the cold one scar vet to just put him in another unit of saurus.
Last edited by Sammy the Squib; July 17th, 2006 at 18:41. Reason: Simple division can reveal some points costs
I think the list is illegal. When you give the saurus warriors a bs they become special choices. When you give them 2, they become rare choices. And IIRC the skink priest can't take the bs of quetzl and the skinks can't take any mark. If who you are playing will allow this, then nm.
It's a sacred host of Quetzl, your allowed, and infact have to give the spawning to skinks. Otherwise there wouldn't be 2 much of a point putting it on a priest, as soon as he comes underfire, he's probably dead.
Anyway, It's a great list. It's a bit lacking in skinks(I like to see at least 30), but I dunno if you need them as much in a Quetzle list. I would switch up your skink's weapons though. Usually people give scouting skinks blowpipes and screening one javs and shields. And if your up against any S3 shooting, you will notice that 5+ save against shooting.
If you did plan on dropping the cold ones, I would add some sallies. When using a slann and a body guard it's probably a good idea to keep a portion of your army static(more time for magicy goodness to be effective), the salamanders could help by reducing your oponents numbers before he makes it to you. Of course, if you manage to get a flank charge with the cold ones, they may take out the entire unit(auto break), so it's really w/e you like.