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Hey all, I've written up a whole bunch of lists themed around using the Sacred Host of Chotec rules found on the GW-UK website: Rules for using a Sacred Host of Chotec
The following list is what I've come up with and I'm asking for any suggestions/advice/tactics/critique etc., especially from seasoned Warhammer Lizardmen players.Lizardmen - Sacred Host of Chotec  - friendlyAnd there you have it. Just so you know, my 'friendly' opponents play High Elves, Wood Elves, Orcs and Goblins, Dwarfs, and possibly Tomb Kings.
Hero 1 - 1 Skink Priest - 2 x Dispell Scroll, Blessed Spawning of Chotec - 120pts
Hero 2 - 1 Saurus Scar-veteran - Gleaming Pendant of Chotec, Light Armour, Battlestandard Bearer, Blessed Spawnings of Chotec and Tlazcotl - 182pts
Core 1 - 12 Skink Skirmishers - Blowpipes, Scouts, Blessed Spawning of Chotec - 89pts
Core 2 - 12 Skink Skirmishers - Blowpipes, Scouts, Blessed Spawning of Chotec - 89pts
Core 3 - 17 Skink Skirmishers - Javelins and Shields, Blessed Spawning of Chotec - 107pts
Special 1 - 20 Saurus Warriors - Standard Bearer, Musician, Spears, Blessed Spawnings of Chotec and Tlazcotl - 338pts
Special 2 -6 Saurus Calvary - Standard Bearer, Magic Banner: Sun Standard of Chotec - 270pts
Special 3 - 5 Terradons - 175pts
Rare 1 - 2 Salamander Hunting Packs - 130pts
Total: 1500pts - 2 Heroes, 3 Core, 3 Special, 1 Rare - 82 models - 3 Power Dice, 3 Dispel Dice, 2 Dispel Scrolls
Last edited by j3G; November 14th, 2006 at 23:57.
eek! Just don't charge your steg into any silly combats, given that you don't really benefit from the general's ld
I quite like this list. Although it isn't without problems. I would do the following to modify it:
1) I would drop the spears on the Saurus Warriors. I have never found them that effective, and I think they are a waist of points.
2) Drop two of the Saurus Cavalry. They are a nice unit, but with recent modifications to the rule book, the extra rank that 8 provides is now null and void. A unit of 6 should do enough damage.
3) This will save you 110 points. With that I suggest you get a champion for your saurus and then get another unit of skinks, 14 strong with javalins, and up your other unit to 13/14 strong.
Let me know :ninja:
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I would make your skink priest lvl 2 and drop one of the terradons to do so. also get rid of the battle standard upgrade and the gleaming pendant of chotec as they are wastes. if you had a 3rd hero the battle standard would be viable though. also I would swap the tlazcotl for sotek as it is better. keep the spears on your saurus as they are good and combined with sotek give 3Attk saurus constantly.
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Yeah, the Tlazcoatl spawning didn't really do anything significant in the last couple of battles... more attacks would be great too. With the Gleaming Pendant of Chotec, I think I'll keep it on him... its what saved my Scar-vet from getting beat up by dwarfs last game! Plus its part of the theme 'chotec'. Main reason I didn't have the Skink Priest Level 2 was because it didn't seem to benefit him that much as his main purpose was to be a scroll caddy...
Thanx for the advice
You probably don't think Tlazcotl is doing anything as it makes you ItP. But wait 'til you fail a few fear/panic checks without it, then you'll realise how good it is ;-)
Couple of things -
- The skink priest is good as is. It's a waste of points to upgrade him to level 2, IMO; he'll never cast anything anyways without support.
- Tlazcotl is nice, but LD 8 on 3d6 + the ability to reroll break tests is, in my opinion, good enough for 1500 points. Drop the Tlazcotl from your units (40 total points) and a couple of skinks, and buy a third sallie instead. You always want to field Salamanders in groups of three if it's humanly posible - it makes them much more dangerous, and much more resistant to misfires.
- If you plan to field the BSB with your unit of Saurus, it probably makes more sense to run 19 of them...otherwise, you have 21 models in the unit, and one odd saurus out. If your movement trays are like mine, that can be a pain. O_o
These things are the bane of my existence. I always want to bring them, but I can never justify their 35 point cost. If you're going to bring them, then I believe that 5 is the correct number; that way, they can march block, and you get the bonus to combat resolution if you hit with them in the flank or rear (even though you'll never get all of them into combat). Also, if one dies to random shooting, it doesn't force you to take a panic test on their LD of 5.
However, unit strength 1 on these guys is very annoying. If you lose even 1 Terradon, they can no longer march block, and they get no bonus for flanking; and with toughness 3/ 6+ armor save, they are frustratingly easy to kill. Personally, unless enemy artillery is really ruining your day and you're desperate for a solution, I wouldn't bother.
Before someone comes on and tries to argue that they fall under the Flying Cavalry rules in 7th edition, and therefore have a unit strength of 2: no, they don't. I called the GW rules hotline about this, and they were very clear: yes, they have the Mounted special rule; no, that doesn't make them flying cavalry. A unit only counts as Flying Cavalry if it has the Flying Cavalry special rule in its profile. As a result, they are a unit of flyers (as stated in their profile), and have a unit strength of 1.
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