Title: the chupayotl list
Description: under the sea
Tylisarieth - June 19, 2005 06:39 AM (GMT)
this is my army list i made on TSP for chupayotl
enjoy
Chupayotl(city of gold) sank into the sea after the great war against Chaos.
But the servents of the old ones did not willingly abandon Their great city.
Chupayotl still has a large population of skinks and saurus. Tzunki was pre-eminent of the old ones in chupayotl evan before the city fell, so althoug many drowned those saurus spawned under Tzunkis influence survived and still live in
chupayotl today. The city is now submerged in a large lagoon, with the tallest temples still poking their heads above the brilliant azure water. Although the host of chupayotl is only a shadow of its former glory it is still more than capable of defending its city.
Special rules
submerged
chupayotl is uderwater. all units(except terradons) must have the aquatic special rule so saurus must be marked by Tzunki e.t.c.
Slann
the slann in chupayotl are long dead but there spirits live on. they posses skink priests to aid in the defence of chupayotl. as such skinkhigh priests are a new lord choice representing those under the influence of the slann.
Water
most of the armies batles are fought in defence of chupayotl. as such they may always deploy D3 aditional water fetures at the start of the game
Chaos Grudge
all models in the army hate chaos
Lords
oldblood-as normal but must take sacred spawning of tzunki. may not ride carnosaur or cold one. may ride merwrym fo 225 points or baby merwrym for 50 points
Skink high priest 200 points
m-ws-bs-s-t-w-i-a-ld
6--2---3-3-2-3-4-1-7
lv4 wizard may use any of the 8 lores and the lore of water
may take 2 sacred spawnings
may scout for +10 points
may take 100 points of magic items
heroes
as normal
scar-vet must take sacred spawning of tzunki. may not ride cold one. may ride baby merwyrm for 37 points
skink preist take spells from lore of death or life
core
saurus wariors
must take sacred spawning of tzunki
skink skirmishers
jungle swarms
special
kroxgor 0-2
skink marines 13 points per model.
---------ws-bs-s-t-w-i-a-ld-m
marine-2--4--3-2-1-4-1-7-6
blowpipe or javilin and shield(either is poisoned)
Special rules
aquatic
marines ignore movement penaltys in woods and water.
note they are effectivly imune to the lore of life spell mistress of the marsh too.enamy shooting is at -1 to hit them if they are in water
Scouts
marines may set up in 3 ways:
1/ as normal
2/ as scouts
3/ in any water feture on the table, this must be at least 4' away from the enemy
baby merwrym riders 0-2
riders as cold one riders in respect to options, stats e.t.c.
40 points per model
------------ws-bs-s-t--i-a-w-ld-m
merwyrm-3---0--4-4-2-2-1-5-7
special rules
aquatic
the merwryms sufer no penalties moving through water. in water thier movement is inreased to 9. also missile troops are at -1 to hit them if they are in water.
riders have the sacred spawning of tzunki(+1I)
saurus with sacred spawning of tzunki and 1 other spawning
terradons
Rare
Temple guard 19 points 0-1
--------m--ws--bs--s--t--w--i--a--ld
guard-4----4---0--4---4-1--2--2--8
equipment
Merwrym scale(heavy armour)
Trident(+1S D3 wounds on ogre sized or larger, 2 handed)
scaly skin(5+)
Special rules
immune to physcology
blessed spawning of tzunki
sacred duty- the temple guard were spawned to protect the slann, as such they sre stubborn if they are within 12' of a skink high priest
Options
one guard may be promoted to:
champion +14 points
standard +14 points
or musician +7 points
may take magic standard worth 50 points
merwrym 225points 0-1
as HE sea patrol for SoC but neednt be bound to anything
salamanders
The Lore Of Water
To get spells roll a D6 for each spell a wizard knows. if you roll the same spell twice for the same wizard re-roll it
1)hail storm 5+
magic missile does D6 s4 hits
2)mistress of the marsh 6+ RIP
cast on any enamy unit within 6' of a water feture. that units movement is halfed untill the spell stops for any reason
3)the rain lord 10+
cast on a unit of misile troops and they will have -1 to all shooting atacks. black powder or steam powered e.t.c. weapons can only fire that turn on a 4+. cannot be
dispelled
4) Water Surge 10+
the wizard may move a piece of water scenery D6+2 towards the enamy. any units in its path take D6 S4 hits. if a unit of friendly aquatic troops are in the water they can move with it.
This spell causes no damage to flyers or aquatic units.
5)Tidal wave 9+
place the small template on the wizard. then move it forward 18inches. any enamys in its path take D6 S4 hits
6) Tzunki's blessing 8+
cast on a friendly unit within 6' or within 6' of a water feture. That unit is moved 12' in any direction ignoring terrain.If they come into contact with enamy troops they count as charging. enemy must take a fear test but otherwise can declare charge reaction normally.
Angry Priest - June 19, 2005 09:17 AM (GMT)
I like the fluff, and the list looks very interesting.
Some of the units are great!
skink marines, baby merwrym riders :lol:
I think the 'cannot be dispelled' rule on the rain lord is a bit harsh though, as is the whole army having hatred for chaos.
I think the skink should only be able to use the spell Tidal wave when he is within a water feature, this symbolises him drawing water from around him and sending it forth.
Trojan Bunny - June 19, 2005 12:53 PM (GMT)
I am angry with you angry priest. I am the evil trojan bunny. I will torment you night and day about how bad this site is. You are all a bunch of losers. Warhammer is crap. :eek: :thumb: :clap: :ph43r: :( :unsure: :wacko: :fight:
Angry Priest - June 19, 2005 01:42 PM (GMT)
You had to edit your post to come up with that?
Lord of Nonsensical Crap - June 20, 2005 02:04 AM (GMT)
| QUOTE |
| I am angry with you angry priest. I am the evil trojan bunny. I will torment you night and day about how bad this site is. You are all a bunch of losers. Warhammer is crap. eek.gif thumb_yello.gif clap.gif ninja.gif sad.gif unsure.gif wacko.gif duel.gif |
Unless you have something constructive to say instead of ranting (which you obviously joined this site solely to do) then GET OFF THE SITE!!!!!
Otherwise, I shall sic my horribly inept ninjas on you . . . :fight: :fight: :fight:
But as to the list:
It all looks very good, but three things bug me:
1. Why no underwater Slann? Isn't it possible that beings as powerful as the Slann could have survived Chupayotl's descent underwater?
2. The Temple Guard are a little over-powered with their tridents. Also, fluff-wise, it just doesn't work for them to be stubborn when protecting a mere Skink.
3. Salamanders and Terradons? In an army spawned UNDERWATER? What's your rationale for that? Salamanders obviously can't live underwater (and sure as hell can't spout flames there), and I doubt there would be any use for flying creatures underwater either. Do the SKink Priests go on land to train these beasts or something?
Other than that, though, it's pretty good. :thumb: Though I'd have liked to see more "horror of the deep"-type units, since all fluffy mentions of Chupayotl mention poor mariners being attacked by rather scary creatures.
Angry Priest - June 20, 2005 09:15 AM (GMT)
Yeah, I guess the Slann could have created a little bubble around themselves.
However, they attentions may have been elsewhere ie trying to stop their city from sinking!
I would think salamanders could be very aquatic.
Not exceptionally strong swimmers, but the real-life animal from which they get thier name is an amphibian (in fact, I have a pet salamander ^_^ )
Terradons, well the dinosaur that they resemble was primarily a coastline bird so it could fit in with the list.
Atleast he does not have a steg in the list ;)
farsight - June 20, 2005 02:54 PM (GMT)
it looks kinda cool but the only problem with an underwater list is who are they gonna fight??? some underwater sharks going on a raid or something ^_^
still nice list with a lot of thought put into it, well done :thumb:
Tylisarieth - June 21, 2005 04:20 PM (GMT)
they draw cretures from the surrounding areas to fight for them
chupayotl means city of gold. there is enough wealth ther for people(and zombie pirates) to risk a dive for gold
Angry Priest - June 21, 2005 05:10 PM (GMT)
I presume that battles are fought on the shore of the lagoon?
Battles underwater would not work in game terms, as movement becomes very hard to determine as you could swim vertically as well as horizontally.
I could imagine underwater skirmishes, but not whole armies (ranked up units underwater? no.)
farsight - June 21, 2005 05:49 PM (GMT)
| QUOTE |
I presume that battles are fought on the shore of the lagoon?
Battles underwater would not work in game terms, as movement becomes very hard to determine as you could swim vertically as well as horizontally.
I could imagine underwater skirmishes, but not whole armies (ranked up units underwater? no.) |
gotta agree with angry priest on this one, what about if you made up a sort of warhammer skirmish scenario for it?
Angry Priest - June 21, 2005 05:51 PM (GMT)
With rules like "Going up for air" and such.
It would be an interesting battle to play, thats for sure ^_^
Tylisarieth - June 21, 2005 07:23 PM (GMT)
they dont fight underwater
if an enamy trys to attack from land they kill them as they wade in and strike fromthe sea at the unprotected flanks.
if the enamy aproaches by ship theyburn the ships with sallies or punch holes in them with dragons then kill the survivers
EDIT: who is the trojan bunny? Does he have any purpose on this site other than to flame nd spamm or is he just a sad Ba***d who needs to get a life
farsight - June 23, 2005 10:21 AM (GMT)
| QUOTE |
they dont fight underwater if an enamy trys to attack from land they kill them as they wade in and strike fromthe sea at the unprotected flanks. if the enamy aproaches by ship theyburn the ships with sallies or punch holes in them with dragons then kill the survivers |
you got it all wrong, what i meant was you will need to create rules for if your attacking a ship, like the previous battle in white dwarf where gobbos went for bugmans ship ^_^ .
the whole beach fight thing sounds kinda cool but some things wouldn't make sense such as a giant going into the sea or a warp lightning cannon entering a beach line, it is a good idea but some of the things for it are a bit odd. it would fit skirmish though as a little pirate group assaulting the chaputal under the sea
Angry Priest - June 23, 2005 12:52 PM (GMT)
farsight - June 23, 2005 07:48 PM (GMT)
they are pretty nice pictures angry priest, where did you get them from or are they from a personal game or something?
Angry Priest - June 23, 2005 08:03 PM (GMT)
farsight - June 25, 2005 09:43 AM (GMT)
nice battle, i like the temple/ castle thingy the best, the warplighting from the cannon was acctually done nicely rather than what most do and put cotton on the end <_<
Lord of Nonsensical Crap - June 25, 2005 03:24 PM (GMT)
That is one absolutely awesome diorama.
It is partly because of awesome dioramas like these that I love Games Day.
Tylisarieth - June 25, 2005 05:49 PM (GMT)
ive seen this before
the best diorama i have ever seen
amazing.
Lord Kyunha - June 30, 2005 09:18 PM (GMT)
| QUOTE (Tylisarieth @ Jun 19 2005, 01:39 AM) |
this is my army list i made on TSP for chupayotl enjoy
Chupayotl(city of gold) sank into the sea after the great war against Chaos. But the servents of the old ones did not willingly abandon Their great city. Chupayotl still has a large population of skinks and saurus. Tzunki was pre-eminent of the old ones in chupayotl evan before the city fell, so althoug many drowned those saurus spawned under Tzunkis influence survived and still live in chupayotl today. The city is now submerged in a large lagoon, with the tallest temples still poking their heads above the brilliant azure water. Although the host of chupayotl is only a shadow of its former glory it is still more than capable of defending its city.
Special rules submerged chupayotl is uderwater. all units(except terradons) must have the aquatic special rule so saurus must be marked by Tzunki e.t.c. Slann the slann in chupayotl are long dead but there spirits live on. they posses skink priests to aid in the defence of chupayotl. as such skinkhigh priests are a new lord choice representing those under the influence of the slann. Water most of the armies batles are fought in defence of chupayotl. as such they may always deploy D3 aditional water fetures at the start of the game Chaos Grudge all models in the army hate chaos
Lords oldblood-as normal but must take sacred spawning of tzunki. may not ride carnosaur or cold one. may ride merwrym fo 225 points or baby merwrym for 50 points
Skink high priest 200 points m-ws-bs-s-t-w-i-a-ld 6--2---3-3-2-3-4-1-7 lv4 wizard may use any of the 8 lores and the lore of water may take 2 sacred spawnings may scout for +10 points may take 100 points of magic items
heroes as normal scar-vet must take sacred spawning of tzunki. may not ride cold one. may ride baby merwyrm for 37 points
skink preist take spells from lore of death or life
core
saurus wariors must take sacred spawning of tzunki
skink skirmishers
jungle swarms
special
kroxgor 0-2
skink marines 13 points per model. ---------ws-bs-s-t-w-i-a-ld-m marine-2--4--3-2-1-4-1-7-6
blowpipe or javilin and shield(either is poisoned)
Special rules aquatic marines ignore movement penaltys in woods and water. note they are effectivly imune to the lore of life spell mistress of the marsh too.enamy shooting is at -1 to hit them if they are in water Scouts marines may set up in 3 ways: 1/ as normal 2/ as scouts 3/ in any water feture on the table, this must be at least 4' away from the enemy
baby merwrym riders 0-2 riders as cold one riders in respect to options, stats e.t.c. 40 points per model
------------ws-bs-s-t--i-a-w-ld-m merwyrm-3---0--4-4-2-2-1-5-7 special rules aquatic the merwryms sufer no penalties moving through water. in water thier movement is inreased to 9. also missile troops are at -1 to hit them if they are in water. riders have the sacred spawning of tzunki(+1I)
saurus with sacred spawning of tzunki and 1 other spawning
terradons
Rare
Temple guard 19 points 0-1
--------m--ws--bs--s--t--w--i--a--ld guard-4----4---0--4---4-1--2--2--8
equipment Merwrym scale(heavy armour) Trident(+1S D3 wounds on ogre sized or larger, 2 handed) scaly skin(5+) Special rules immune to physcology blessed spawning of tzunki sacred duty- the temple guard were spawned to protect the slann, as such they sre stubborn if they are within 12' of a skink high priest Options one guard may be promoted to: champion +14 points standard +14 points or musician +7 points may take magic standard worth 50 points
merwrym 225points 0-1 as HE sea patrol for SoC but neednt be bound to anything
salamanders
The Lore Of Water To get spells roll a D6 for each spell a wizard knows. if you roll the same spell twice for the same wizard re-roll it
1)hail storm 5+ magic missile does D6 s4 hits
2)mistress of the marsh 6+ RIP cast on any enamy unit within 6' of a water feture. that units movement is halfed untill the spell stops for any reason
3)the rain lord 10+ cast on a unit of misile troops and they will have -1 to all shooting atacks. black powder or steam powered e.t.c. weapons can only fire that turn on a 4+. cannot be dispelled
4) Water Surge 10+ the wizard may move a piece of water scenery D6+2 towards the enamy. any units in its path take D6 S4 hits. if a unit of friendly aquatic troops are in the water they can move with it. This spell causes no damage to flyers or aquatic units.
5)Tidal wave 9+ place the small template on the wizard. then move it forward 18inches. any enamys in its path take D6 S4 hits
6) Tzunki's blessing 8+ cast on a friendly unit within 6' or within 6' of a water feture. That unit is moved 12' in any direction ignoring terrain.If they come into contact with enamy troops they count as charging. enemy must take a fear test but otherwise can declare charge reaction normally. |
I don't wish to start another argument with you over this, Frog.
farsight - July 1, 2005 07:20 AM (GMT)
| QUOTE |
| I don't wish to start another argument with you over this, Frog. |
is it me or was that just confusing and pointless ^_^ , still underwater list is good :thumb:
Tylisarieth - July 2, 2005 07:03 AM (GMT)
i didnt see that thing on your site as a ''flame war'' which was how you put it.
if you dont want to argue with me about this then please dont get involved in this topic.
Hi kyhuna
thanks farsight
Wilko - July 2, 2005 07:46 AM (GMT)
Wow that looks amzing!!
I wonder if they based it on a real battle, but anyway it is such good scenery ^_^ :thumb:
Angry Priest - July 2, 2005 09:52 AM (GMT)
Yes, it was based on the attack of Hexacoatl.
farsight - July 2, 2005 07:31 PM (GMT)
the city has been done effectively, shame we wont get one at this years games day, dont matter though as im not going ^_^