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Post by Lizards_of_Renown on Mar 4, 2021 11:58:10 GMT
The title says it all really.
It seems like tar-pitting would be a key tactic for TK's, especially considering how squishy most of our hammer units are.
But I just can't see it being viable because of the Unstable rule adding additional casualties.
If you've used this tactic successfully, please share.
If you think I should be warned away from using the strategy, please share any experiences you've had.
Thanks guys, LLT8!!!
(Long Live the 8th!!!!)
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Post by FvonSigmaringen on Mar 5, 2021 10:00:12 GMT
Not a Tomb King player myself, but I should think that a unit of 40+ Skeleton Warriors with full command should do well as a tarpit. You could dispense with the musician, but he may come in handy for the Swift Reform. Always sacrifice the champion in a challenge against a strong character: it will reduce actual casualties and the maximum CR from the challenge would be 6 (1 actual Wound and 5 from Overkill). Keep the BSB, but, more importantly, a Wizard in range, to resurrect fallen warriors (if need be, just for the champion).
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Post by Lizards_of_Renown on Mar 5, 2021 11:29:18 GMT
Not a Tomb King player myself, but I should think that a unit of 40+ Skeleton Warriors with full command should do well as a tarpit. You could dispense with the musician, but he may come in handy for the Swift Reform. Always sacrifice the champion in a challenge against a strong character: it will reduce actual casualties and the maximum CR from the challenge would be 6 (1 actual Wound and 5 from Overkill). Keep the BSB, but, more importantly, a Wizard in range, to resurrect fallen warriors (if need be, just for the champion). Nice. Resurrection is an obvious one that I missed! I also like the champion idea, good one.
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Post by livewaaaaagh on Mar 5, 2021 14:36:49 GMT
Skellies are really the best tarpit for TKs. Chariots or orses are too expensive, and there's no great tarpit in special or rare. There are some good anvils there.
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Post by FvonSigmaringen on Mar 5, 2021 16:33:59 GMT
To add: don't bother with any equipment upgrades; buy more models instead. Skeleton Warriors already have what they need: HW + shield for the parry save.
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Post by FvonSigmaringen on Mar 5, 2021 19:45:28 GMT
While not suited as a tarpit, if need be, you can use Horsemen or Horse Archers in an additional role as speedbumps for lone big hitting characters, at least, if they are minimum 7 strong and have a champion and standard bearer. If possible, they should charge (preferably flank or rear), rather than be charged. As above, the champion issues a challenge, which the lone character must accept. Since only the champion can die in CC, and the maximum CR from the challenge is again 6, at least one friendly model should survive the effects of Unstable, tying up the enemy character for another round.
[Edit] That said: being charged does have the advantage that you could resurrect fallen warriors in your Magic phase.
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Post by Naitsabes on Mar 5, 2021 21:18:32 GMT
With undead the tarpit is a bit different than other armies. 'unstable' is something to watch out for. you can of course use the tarpit as just a means to delay a badass unit, superbly so as you get to re-grow your tarpit ideally almost as fast as it gets wounded. but you cannot really use skeleton tarpits as a means to hold a badass unit in place for a flank charge with your hammer unit. typically you bleed so many wounds from the tarpit it makes your hammer crumble.
with other armies, often you can charge in recklessly with your hammer unit because you don't have to worry about break tests (e.g. stubborn/re-rollable). so even if your tarpit continues to get clobbered on the turn your hammer charges you will still do a lot of damage and then finally win on a later turn.
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Post by Lizards_of_Renown on Mar 5, 2021 22:27:02 GMT
With undead the tarpit is a bit different than other armies. 'unstable' is something to watch out for. you can of course use the tarpit as just a means to delay a badass unit, superbly so as you get to re-grow your tarpit ideally almost as fast as it gets wounded. but you cannot really use skeleton tarpits as a means to hold a badass unit in place for a flank charge with your hammer unit. typically you bleed so many wounds from the tarpit it makes your hammer crumble. with other armies, often you can charge in recklessly with your hammer unit because you don't have to worry about break tests (e.g. stubborn/re-rollable). so even if your tarpit continues to get clobbered on the turn your hammer charges you will still do a lot of damage and then finally win on a later turn. I am definitely tracking with the Unstable affecting any other units that I send into the combat with the tarpit. At least I can stop something from moving in on the units I actually want to fight with.
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Post by Naitsabes on Mar 5, 2021 23:08:28 GMT
yes. that's the idea of a tarpit.
Now if you get lucky, your original tarpit happens to be down to one skelly by the time your hammer is in position in which case by all means, charge in with your hammer unit of doom. But, that isn't really something you can purposefully set up. Just something of a golden opportunity to seize should the dice gods shine on you.
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