Post by Lizards_of_Renown on Sept 26, 2020 17:24:13 GMT
I am a neophyte Tomb Kings player. My next battle (dunno when it will be due to Covid and related problems) will be my first with them against my friends Warriors of Chaos.
So I'm putting together a Tomb Kings list for my next battle.
From what I have seen, TK's has the following Pro's / Con's:
CONS:
- Unstable, so losing combat doesn't just mean losing it means potentially losing a LOT more models
- Low troop WS, unless an infantry unit with a TK or TP
- Lack of "Affect everyone in combat" spells to regenerate models
- Cannot increase size of unit beyond starting size
- (worst one) No marching
- Generally low armour
- Basically everyone has BS 2
- If your main wizard dies, has knock-on effect for all units suffering unsavable wounds
PROS:
- They can produce one of the most potent magic phases in all of WFB!
- Everyone has Fear or better
- Everyone is Unbreakable
- Everyone can (potentially) regenerate, including monsters
- Buried beneath the Sands rule for really messing with people's deployment
- Chariots are Core and can gain rank bonus for impact hits
- No modifiers for moving and shoorting
- Some really wicked special troops and monsters
- They're totally awesome Egyptian undead who can potentially team up with anyone
WARNING: This list will be likely be the weirdest you will have seen as I indulge all my crazy ideas I had when I first read the book.
(that way, no matter what happens in the battle, it should be a laugh)
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Okay, so I went through the WoC list and, for a 3K battle against TKs, I estimated what he will bring:
Chaos Lord on daemonic mount, Mark of Nurgle, various magic items
BSB, Mark of Nurgle, various magic items
Chaos Level 4 Sorcerer, Mark of Nurgle, various magic items
Daemon Prince, Mark of Nurgle, Chaos armour, some daemonic gifts
2 units of 25 Chaos Warriors, Mark of Nurgle, probably additional hand weapon rather than halberds as he doesn't really need them and will want to be making more combat resolution difference
I think he'll take some marauder horsemen or troops to try to redirect my Chariot charges (he knows approximately what models I have and said in his last email that he needs to work out a counter to them)
1 unit of 10 Chaos Knights (he's very found of them for obvious reasons and usually sticks his lord and sorcerer in there).
2 Hellcannons (which I think he'll probably end up with as a counter to the chariots since he can sit back and shoot the mahrlect out of them before they arrive with their shitty speed and even if I rush them magically they will be utterly unsupported and get flanked or the daemon prince will Fly-charge them and they'll lose any advantage they may have had).
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Liche High Priest (Level 4), Talisman of Protection, Lore of Nehekhara
4 Liche Priests (One Level 2), Power Stone, Dispel Scroll, Lore of Light (Light Council)
5 x 30 Skeleton Archers*
12 Ushabti with Great Bows
2 x 3 Sepulchral Stalkers
Hierotitan
Necrosphinx
Casket of Souls
* My friend and I play that you have to have the official models but you can have them armed with whatever you want. I literally have to use TG to be archers to make this many Archers but it's legal based on our house rules (if it goes well, I'll be getting more skeleton archers)
As is probably obvious, the whole point is to win between shooting and magic.
I will have the element of surprise on two points: 1) magic phase as my friend hasn't played TK's before. Even if he took counter-magic measures I will be averaging 2-4 extra power dice each phase between CoS and channeling and 2) not having invested points in chariots as he knows that I'm itching to use them and he will be investing points to counter this.
The archers have three purposes: a) counter enemy chaff, b) act as chaff themselves (and can be the subject of buffs to make them do some damage before being wiped out) and c) overcome by numbers meaning if I'm firing at WoC units with 150 shots I'll be averaging something like 8 dead a turn just from them.
Ushabti to get buffed for multiple shots and exclusively go after the CK unit.
Necrosphinx for damage control, to handle Vanguard or Ambushers.
Will it win? Probably not as the odds are stacked against me, but it will be fun. Even if just to see his face as I lay out the army.
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I have read through the Tomb Kings tactics section, but would appreciate any input from seasoned Tomb Kings generals on tactics they have used effectively or even just what they think of my list.
LEGAL DISCLAIMER: I know that it is MAD (like really MAD MAD) but I'd like to try it and would STILL like to hear opinions or advice.