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The Legion of Hexxan-ol of Tlanxla
Old Blood Hexxan-ol - 431 Points
Pirhana Blade, Light Armour, Shield, Aura of Quetzl, Carnosaur
Skink Priest Ecinzi - 130 Points
Level 2 Statuette of spite
Skink Priest Itzaxhol - 115 points
Level 1 2 Dispell Scrolls
25 Saurus Full Command - 342 points
25 Saurus Full Command - 342 points
11 Scouting Skinks
4 x 10 Skinks
8 Cold One Riders with full command - 330 points
Total 2499 Points
5 power Dice
4 Dispel Dice
My general tactics for this army are have the 2 big blocks of saurus in the centre of the line (with their own skink screen) and the smaller unit of saurus are deployed behind them so when the big blocks get into combat they can swing round behind the combat untouched and crash into a flank. On one flank will be one unit of Kroxigor and the cold one riders (with a skink screen obv) and the other flank will have the other Kroxigor and the Carnosaur. The faster flanks will move in in a classic pincer move.
I decided to give the Old Blood a carnosaur coz of the model (and the extra 4 attacks). I gave him the Aura of Quetzl to help with the odd cannonball that will come his way and gave him the piranha blade so he can go through units twice as fast. Im hoping to get the charge with him so he can become a 9 attack, double wounding terror causing killing machine. I am then hoping to win his combat, overrun and simply cause havoc in the enemy lines. While all the firepower will be concentrated on the carnie (its 5 wounds should see it through and a skink screen also helps) the cold one riders will be tearing down the other flank and this fear causing unit should again get the charge and unleash 11 S 5 attacks in the 1st turn (plus the cold ones).
I must admit this force doesnt have much magic firewpower (or defence) but I plan to use the Statuette of spite at the end of the turn when hopefully my opponent has used all his dispel dice coz he had nothing else to do. I will fire the spell at a wizard and he should hopefully take some damage (most wizards are T3 or 4). The scout skinks will also be on the hunt for wizards and warmachines (and maybe stop some marching aswell). The 2 priests will be far away from everything and on a hill if there is one and roll away at Second Sign. If I roll portent of Far I will plonk a Priest just behind the big blocks of Saurus.
So that is my army and some of my tactics...
with these spare points, you could:
1, increase the lvl on the skink priest, and
2, make both of the units of Kroxigors 4 models strong
with what's left of your points you could get some thing else to fit in here like, Salamanders etc.
hope this helps
I have a large CoR unit as I know they will take casualties so I want at least 5 of them to make it to close combat. I know that for a rank bonus it needs to be 5 wide, does this apply to cavalry as well or can I have 2 ranks of 4 CoR? I might just make it so I have 3 units of 20 Saurus though I had big units as they would get shot up more than the other units as they are slower, and the 12 saurus was just there to spring up for a flank charge once combat has begun.
Changes I could make:
1. Change the saurus so they are 3 units of 20 rather than 2 units of 25 and 1 unit of 12.
2.Reduce the cold ones and add another Krox (though I want a big unit of CoR so if they get shot I get 5 into combat)
3. Have 2 units of 20 saurus and 1 unit of 15 and 2 Level 2 priests.
4. Have 2 units of 20 saurus and 1 unit of 15 and anothe Kroxigor.
What do people think of my tactics?
Thanks Kai Itza. My slightly tweaked list of Hexxan-ol is:
Old Blood Hexxan-ol - The same
Skink Priest Ecinzi - The same
Skink Priest Itzaxhol - Now Level 2
25 Saurus with full command - Now 20 Saurus full command
25 Saurus full command - Now 20 Saurus full command
11 Scout skinks - The same
4 x 10 Skinks - Now 4 x 11 Skinks
12 Saurus - Now 16 Saurus will full command
3 Kroxigor - Now 4 Kroxigor
3 Kroxigor - Now 3 Kroxigor with Ancient
8 Cold One Riders with full command - Now 6 CoR with full command
Total points - 2500 (Gain of 1 point)
Total model - 127 (Loss of 3 Models)
Total Power - 6 Dice (Gain of 1 dice)
Total Dispel - 4 Dice (Same as before)
Ive reduced the size of the CoR unit so I can have them all in one rank and they are more mobile. With the extra points I decided to give 1 unit of Krox an ancient (1 extra S7 attack cant hurt) and the other unit gets another Krox (the more the merrier). In doing this I have made both Krox more powerful and while CoR lose members, they are more mobile and they have 1 more skink to screen them. I have more supremacy in the magic phase and now have a chance of unleashing a comet or Thunder or Forked Lightning as well as some Second Sign spells.
My tactics will stay the same only with all 3 Saurus units lined up along side each other in the centre of my battleline.
Is that better?
Last edited by Bleyden; May 10th, 2007 at 01:36.
now it's looking like a competitive list
you could drop three regular skinks, a scout and the extra saurus to swap out the Ancient upgrade for another krox, though it's just me being picky...
other than those changes i think that's pretty much it, lots of hard hitting units for your opponent to worry about and that's without the Carnie-riding OB!
well done! (Y)
The oldblood needs the blessed spawning of Itzl to allow him to ride a carnosaur
My advise is to loose the ancient upgrade on the kroxigors. First of all, I cannot justify the points of the one extra attack, and second, If he's there then he has to accept challenges or you lose all his attacks. Other wise pretty good.
the ancient kroxigor is quite effective . you can use him to accept or declare challenges . you can challenge the opposing regiments champion . if he accepts = overkill . if he declines = -1 attack .
if anyone helps you with an army list or rules/fluff , then give them some rep