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Post by timeofmadness on May 13, 2020 17:34:45 GMT
Liche high priest - level 4 - Heiro with nehekhara - talisman of preservation - earthing Rod = 280pts
Liche priest - level 2 lore of light - dispel scroll = 130pts
Tomb prince - great weapon - armour Of silvered steel - dragonbane gem = 154pts
21 skeleton archers (priest bunker) - full command = 156pts
49 skeletons ***prince here*** - hand weapon/shield - full command = 226pts
5 skeleton horse archers = 70pts
5 skeleton horse archers = 70pts
4 carrion = 96pts
4 carrion = 96pts
5 necropolis knights - standard/musician = 345pts
Screaming skull catapult - skull of foes = 120pts
Screaming skull catapult - skull of foes = 120pts
Casket of souls = 135pts
Total of 1998pts
New to tomb kings and am attempting to make a decent army. Plan is to hang back and use the carrion to keep stuff away from my priest bunker.
Lacks a bit of bunch with the knights as the only punch in the list.
Opinions on the list?
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Post by jukei on May 13, 2020 19:32:04 GMT
nice list. If you need more punch try this
- 4 carrion - 4 carrion - skull of foes
+ 1 sphinx
:-)
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Post by timeofmadness on May 13, 2020 21:56:09 GMT
Thanks for the comments. Alternatively I’ve look at this list as well.
Liche high priest - level 4 - Heiro with nehekhara - talisman of preservation - earthing Rod = 280pts
Liche priest - level 2 lore of light - dispel scroll = 130pts
Tomb prince - great weapon - armour Of silvered steel - dragonbane gem = 154pts
25 skeleton archers (priest bunker) - full command = 156pts
3 chariots - standard and musician - gleaming pendant = 190pts
5 skeleton horse archers = 70pts
5 skeleton horse archers = 70pts
3 carrion = 72pts
3 carrion = 72pts
29 tomb guard ****prince here**** - full command - halberds = 407pts
Screaming skull catapult - skull of foes = 120pts
Screaming skull catapult - skull of foes = 120pts
Casket of souls = 135pts
Total of 2000pts
Is this a better list overall with the Tomb guard added?
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Post by jukei on May 14, 2020 15:10:13 GMT
You are welcome. Ok let's start saying you should play what you like. Tomb Guards are are very good unit you can enjoy playing them. Testing the list at least once can help you to understand what it works better for you.
May I ask you if you have sphinx? Ushabti? and if yes how many? Stalkers? How many necropolis knights? TK are my main army maybe I can give you some hints but can be frustrating talking about miniatures you don't have and GW doesn't produce anymore.
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Post by jukei on May 14, 2020 15:23:53 GMT
I will start anyway to tell you I don't play Tomb Guards because they are slow..they need magic support and a Prince /Tomb king with them for performing really good. An experienced opponent will avoid them and remove from the table the rest of your army.
I can suggest you something I hope interesting. 1) we can shine in the magic phase. So I never leave home a Hierotitan. wizard lev 4 nehek + Hierotitan + Casket of souls It's a must. I think i don't need to explain you why. Hierotitan covers different rules. a) support in magic phase b) providing burning shem bolt as an additional spell to cast vs Chaff ( in case you have enough dices ) c) bodyguard the archers bunker of your wizard d) keeping a flank e) eventually supporting centre in fight ( thunderstomp can be very good)
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Post by jukei on May 14, 2020 15:28:27 GMT
I suggest also to play Stalkers. They will help you because they can destroy a Warmachines or a monster in the turn they come out from the sand and after they are spendable for a rear charge and for letting us gaining time. Vs army with low Initiative they are a bless. I only have 1 unit ( i think 2 units are too much anyway .They drain too many points we need to invest elsewhere.)
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