I always field a unit fo 20 archers as bunker for my Liche Priest. 3 Chariots always also come, as do 5 Horse Archers. After that maybe some Warriors if I want a tarpit. I have never fielded Horsemen though.
Post by gregwarhamsters on Apr 24, 2019 22:24:59 GMT
I have all the core elements, I tend to use horsemen to bunker my Liches, I have warriors to tar pit stuff, horse archers are excellent diverters and the chariots as they are a huge number of wounds and their stat line is good. I've deliberatly missed archers. I like the older archer so getting the bow and quiver is a bit of a problem and while I have 50-60 or them (will find out later) it's not enough for a pure Khalida list, I really don#t believe shoots as it stands in 8th is a real game winner. Sure you've elven armies that do well of course, wood elves hitting on 3+, dark elf with repeater bolt throwers and all that but I mean standard type armies, generally hitting on 5+ due to either range of having moved and only S3 isn't going to win games on it's own so why do peoploe think Khemri skeletons with a bow are such a huge deal. Sure if you've 100 of them (pretty much your entire core) and you get first turn you have a couple of rounds of shooting but against a serious opponent you'll struggle.
Mates army list, sure it was against my bret bows (using the fay) he deployed, vanguarded his 3 units of harpies. I went first killed a unit. Now I'd deployed back as I have 30" range, he moved I fired again, deleted a unit - meaning he gets to charge me next turn. Now I could go for the chariots in his list or what ever target he presents but I can only hit a single target, sure I'm gonna kill smaller things but I'll never kill 20 Empire knights with a 1+ save.
In my TK army, I default to horse archers as first pick. depending on what I fancy next, chariots with horsemen bunker OR a foot list of warriors with horseman bunker or archers which I tend to field as flankers/diverters.
I voted for Skeleton archers. With Tomb Kings being such a slow army, I like the ability of skeleton archers to help (alongside of magic, casket, SSC) force the enemy to come to you. They also make a very viable bunker for Priests as they can still make use of their bows rather than just stand around like skeleton warriors would. Smallish units of archers can help win the chaff battle, while large units are great at weakening soft targets. Skirmishers like Skinks or Waywatchers HATE them!
My core always includes skeleton archers and skeleton horse archers, and sometimes skeleton chariots.
Has anyone used large units of Skeleton Warriors to good effect?
400 points worth would net you 100 of them, and that makes for a pretty resilient anvil unit (I play 3000 point games, so the unit size could be scaled back for smaller games). Drop in some royal support and they will be pretty hard to shift. I've always gone with Skeleton Archers myself, but I'm wondering if Skeleton Warriors have any potential. They only cost 2/3 of what a Skeleton Archer costs and come stock with a shield for that sweet sweet parry save action.
Thoughts? Have you fielded them? Have you made them work well? Any tips or strategies?
I play at the lower end of the scale with 750-1000 points. A pack of 20 warriors with spears, shields and light armor hold their own, considering they are skeletons. With wound regeneration, they can be slog to cut through. I've seen that unit survive multiple rounds of combat before.
Skeletons make up the majority of my core simply because I have a lot of them painted and I like the look of them and want to field them.
Something about a skeleton with a shield just warms my bones.
What sized units do you usually field? What do you find works best?
My 3 main units which I use in basically all games are.
32 Warriors with spears and full command. Aka..."the (crumbling) wall" 8 * 4. This is my favourite core Tomb Kings unit simply because it looks the best (by far) and was a labour of love containing 3 generations of skeletons. With light armour it comes to an easy to remember 225 points or thereabouts. Overall this unit performs better than you would expect based on 'internet wisdom' but it's still a slow, easy to kill unit. 8 x 4 is because I thought they looked the best that way. This unit rarely 'makes back its points' but oftentimes is useful for the overall army. The unit was assembled and painted with 100% thought given to look and 0% to ingame efficiency. The unit overall does better vs elves and humans than higher toughness units such as dwarfs/ogres.
5 skeleton horsemen with bows and a musician. Very useful, like above rarely 'makes back its points' but is a high utility unit and quick for tomb kings.
10 skeleton archers. A speedbump, shooty unit that generally overperforms despite killing little. Is used to block charges to Catapults and the Casket of Souls. If they kill something (rare) and buy me an extra turn of shooting/magic (not so rare) they have overperformed for me.
Against odds I have won combat and broken/run down units like Swordmasters, white Lions and executioners with "The Wall" . The 8 wide is sub optimal but can occasionally prove useful in terms of blocking off more area. One time notably The Wall took the final wound off a Keeper of Secrets which was hilarious. They can actually be quite devastating to knights/cavalry with the killing blow spell. I give them light armor because of the effort painting them which makes them 'more elite' than the other Skeleton units to my eyes and occasionally (rarely) they remember this on the battlefield and poke through things to cause some damage rewarding me for my faith in them. Overall my dice rolling for this unit skews above average.
The 'iconic' tomb king unit...i don't feel as 'pure' if I don't use them. The first TK unit I did when I was getting back into the game. Made from all sorts of skeleton bodies and basically everything skeleton I had at the time.
I can't remember the name at the moment but that Light Magic spell which boosts their strength works wonders for them.