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  1. #1
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    Sacred Host Questions

    1)Why do you have to pay for Tzunkl on skinks when they are already aquatic,for the I bonus?

    2)Do skink priest actually get to choose spells from the specific lore or do you generate them as normal,the rules state 'choose'?


    These are just a couple questions that popped in my head as I was reading the rules,Thanks for the clarification in advance.


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    you have to pay for the spawning no matter what...
    i imagine you have to generate the spells normally, but looking at the rules it appears otherwise, i dont think that this was the intention, and have played with the sacred spawnings list before and generated my spells.
    maybe ive been missing out, but i dont think so.

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    I still dont understand because skinks dont have to pay for Haunchi(move through woods freely)as they are skirmishers and can move through wood anyways,whats the difference? MY bad on the spells part, says 'must take'.

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    your paying for +1 initiative... not really worth it...

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    really the only point in sacred hosts is the change in lore....i hate lore of heavens, and,for example, a spell like the bears anger could really beef up your characters....tbh tho its not worth it at all, unless you make a full saurus army, or your just wasting pts.

    Also, as i found out recently, sacred hosts aren't actually legal in tournaments.....
    "If a jobs worth doing, its worth dieing for"

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    On the first question, you are paying for the +1 Init, and you're paying because GW says so.

    On the second you DO choose your spells from that list... through random generation. The normal method of choosing spells. As opposed to choosing them from the default Heavens list. It's confusingly written I'll concede, and can be interpreted both ways. However when something can be read in two differant ways, one of which agrees with the core rules and one of which doesn't (and would for no points mimic several high power characters and items), default is the core rules way unless a tournament organizer says otherwise or GW speaks up.


    Quote Originally Posted by GrayScale View Post
    Also, as i found out recently, sacred hosts aren't actually legal in tournaments.....
    This varies much like the Storm of Chaos armies. Some GTs use and allow them. Some do not. Some game shops allow them as legit (mine nearby does), others do not (one within 30 min of me does not).

    Their is NO straight answer on this. GW has NEVER given one. Let me clarify that. N. E. V. E. R. They posted that note at the front of the print out, and that was the last formal thing they said as whole. Like most such issues GW doesn't take a formal stance, and their own interpretation varies from country to country, and often from state to state in tournaments. What wins a UK GT might be illegal to play in the Western US, illegal in Italy, but okay in the Eastern US.

    Always ask ahead, and if you're told you can, then write down who told you and what day to be safe. (and even then it doesn't hurt to have a 'default' list ready to play just in case).

    Local stores obviously have and always will have total autonomy to call whatever they want legal in their tournaments, and no one but the 2 players can ever say what's fair in a friendly. That one store I mentioned that doesn't allow these allows nothing but core books, and doesn't allow special characters AT ALL, even the book ones, or DoW ever.

    Meanwhile my store says, if it's in a book or somewhere which says it was legal (as the sacred host list says, or the SoC books said), it's good to go.
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    tbh i think that whole sacred host is a bit pointless, theres never that much water terrain. Might be a nice lore tho, can't remember. my skinks are now initiative 5....woo!! i can now fight simultaniously with elves! its a shame i am dead any way. waste of 5 pts.

    On this subject, i tried using a sacred host of sotek yesterday in a staff challenge game. if you ever try it, take a unit of 24 skinks, a skink priest with cloak of feathers and a scar vet with the charm of the jaguar warrior...blimey thats fun.the skinks ran through half an empire gunline before the final one succumbed to a crewman (2 attacks each on the charge for an approximate extra value of 0.4 pts each) bears anger on the scar vet, charged him half the way across the table into a nice big units of spearmen. 8 strength 7 attacks later they held but were severly damaged. Try it sometime.

    probably a bit off the point, and so my apologies to you.

    Also i agree with the previous answers to the question. XD
    "If a jobs worth doing, its worth dieing for"

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    Quote Originally Posted by GrayScale View Post
    tbh i think that whole sacred host is a bit pointless, theres never that much water terrain. my skinks are now initiative 5....woo!! i can now fight simultaniously with elves! its a shame i am dead any way. waste of 5 pts.
    I agree with this 100%

    Quote Originally Posted by GrayScale View Post
    Might be a nice lore tho, can't remember.
    The Lore if I recall is Heavens. No change from default.

    I feel this may have been a misprint or error in editing that went out and GW in typical form didn't correct or admit too.

    It is the Aquatic spawning, and Life is the water Lore by book, and no Sac. Host has Life, and all other Sac. Hosts differ from the core book choice of Heavens. I think the idea here was it was SUPPOSED to be Skink Priests get Lore of Life in this Sac Host.

    I'm not saying that would have made this host stronger, but it would have made it DIFFERANT.

    Personally I think this host also should have had a mandatory rule, such as one of the normally 6 pieces of terrain MUST be water if this host is used (in case you're not using the each player gets to pick 3)... much like how wood elves get an extra wood piece, only no extra piece, just a guarentee water must exist on the table. The whole point of this host after all is to be the Marines/Naval Infantry of the Lizardmen. They frankly wouldn't fight away from water, that is not their role in the old ones plans.

    However I think it's very bad form in a friendly to play a foe using that list and not give him at least 1 water terrain piece if you're using the "1 player sets up all, other player chooses side" method, and in a tournament boo hiss to the organizer that lets this list in, then doesn't make sure at least 50% of his boards if not more have at least one water piece if pre set terrain.

    However I don't work for GW, and I too have now gone way off point.

    And on that note I'm off too bed. Chat with you all later this week I'm sure.
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  10. #9
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    I've been working on getting my current Lizardmen changed so that they're either a Host of Sotek or a Host of Quetzl - stuck between the two. It would be either Sotek (for an extra attack on the charge if I even get one, and the Lore of Beasts) or Quetzl (for an extra point in armour saves, plus the Lore of Death - with one of those spells to make a unit of Saurus Cavalry or Kroxigor cause Terror - although the extra armour might be useless against Ogres).

    tbh i think that whole sacred host is a bit pointless, theres never that much water terrain. my skinks are now initiative 5....woo!! i can now fight simultaniously with elves! its a shame i am dead any way. waste of 5 pts.
    Definitely. Skinks are meant for screening, hunting lone enemy heroes or wizards or war machine crews, and to add ranged support. Close Combat never suits a Skink (except for a Red Crested Skink), since they die like flies compared to any other cheap units.


    In my oppinion, it really all depends. It's much like how a Chaos Army works out (depending on the mark(s) you take), to sum my thoughts up.

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    Quote Originally Posted by Nakkai_the_Wanderer View Post
    ...or Quetzl (for an extra point in armour saves, plus the Lore of Death - with one of those spells to make a unit of Saurus Cavalry or Kroxigor cause Terror - although the extra armour might be useless against Ogres).
    Overall viewing all the Sac. Hosts, Quetzl will get you the most bang for your buck against all comers lists. It's bonus is pretty much always going to help you, againt all enemies. Plus the spell set is IMO the nicest for what you need it to do. Heck even the skink version isn't bad... less then 1/2 a pt per model is okay for a 6+ save, and for those Javelin advocates it's the one time I nod my head it's a fair choice.

    Tepok has some value in larger games but is mostly a wasted Sac Host in anything below 2500. Pre-2500 your foes just can't bring enough magic to make that much dispelling all that neccisary. Post 2500 though, if I played in a an area with lots of magicy armies it's like Dwarves on crack.

    I'm drawing a blank on the name, but the Immune to Psych one can be VERY nice as well. Cold Blooded is nice, but if you're losing combats by 2 or 3 it still isn't all that impossible to run away. Saurus Warriors that NEVER run and ALWAYS fight to the last can be great against Cav armies or Ogres.

    Sotek is ALL the player. If you're real good at manuvering and gettings charges off, or if you use lots of inde characters not in units Sotek can be insane. However it's a butt-ton of wasted points if you're not skilled at that.

    The move through terrain one is kind of cool, but also depends on your foe and the battlefield. It's biggest power is vs. shooty armies, but you would generally get a bonus with Quetzl against them as well, AND you'd get that bonus against all other army types. Still it can be a real gunline killer, taking away 1-2 turns of their shooting at you.

    However overall, I've got to say a well built Sac Host list is rarely all the much more fearsome then a default list.
    In fact most my Sac Hosts end up using at least one DoW choice as a Rare, since the extra points I spend on Spawnings means I have to remove at least one LMan unit I'd normally depend on for a specific role such as flank charges or late game quarter claiming, and DoW units while usually less effective can be brought in to do the job of that unit for cheaper. (Example: When I'd normally take Terradons, in a Sac Host I take Light Cav DoW since I can field them so much cheaper, they're no where near as good but I have to shave points somewhere to make room for all those spawnings)
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