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in WD300 UK there is an article about sacred host armies in which all saurus and skinks must take the same blessed spawning an saurus stay core do you think it is worth it as your army can have the benefits of the spawning abilitys but it further adds to the lizardmen problem of points?
So opinions, and if you have played with a sacred host army did it work?
I haven't gotten to play one yet, but I thought the Quetzl sacred host sounded awesome. Great armor and Lore of Death magic? I don't know the magic lores as far as how useful they are or stack up against each other, but I like the Lore of Death since it seems to have a lot of useful spells.
you have to pay for al the spawnings thats why i think you should only do it if you will really benefit eg against VC or TK a sacred host of tlazcotl comes in very useful. while i suppose huanchi will be useful against wood elves but i havnt played them. also you could rule your opponents magic phase with tepok just think all your saurus characters and warriors generating a dispel dice and skink characters and skirmishers being granted magic resistance 1(if only they added a dispel dice to
but due to the extra points being used i think sacred hosts should only be used in 2000pts or over
rules for sacred hosts are on the games workshop website(uk)
Too bad the Soutlands can't have a sacred host of Tlazcotl. They would be unstoppable.
" ... poisoned darts darkened the skies, the little lizards shooting and stoicly keeping out of range. And when they couldn't go further, they stood unblinkingly, firing a last dart, felling one more mighty warrior ..."
Personally I like the SH of Huanchi. Being able to move through woodland and having priests casting Shadow Steed will bring the saurus up to the enemy very fast.
I'd be sorry for the Second Sign, but having saurus in the enemy battleline earlier seems to be a great advantage to me.
And Creeping Death is good vs low T knights, which I fear. And Pelt of Midnight will be good vs archers and stuff.
huanchi with the lore of shadows looks pretty cool and could suprise say a brettonian player who thinks he will easily get his important charge boneses against are 'slow' saurus
theres a brettonian player at the club i go to i think im going to suprise him when we play it seems the shadows lore will do extremely well against a brettonian army
i think lizardmen should be able to move through jungles and woodland as open ground anyway as they do live in the jungle
anyway SH of tepok with a slann would mean total domination of all magic there would be a good chance of you having more dispel dice than your opponnent has power dice plus lore of light isnt too bad there are some useful spells like the immune to phsycology one and dazzling brightness