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  1. #1
    Pox's Avatar
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    2K tomb kings.

    well this is pretty much what i have been running around with for the past month, and have been up against Dark elves, Demons, Empire, Lizards, ogres and Dwarves. Have done OK, most games have been a draw or minor victory.

    Heroes:

    Tomb Prince + greatweapon, glittering scales and ironcurse icon - 134pts
    Lvl 2 Liche Priest (hierophant) and dispel scroll - 130pts

    Core:
    5 horse archers - 70pts
    3 chariots - 165pts
    3 chariots - 165pts
    68 skeletons, hand weapon/shield - full command - 302pts

    Special:
    3 necropolis knights entombed.- 210pts
    3 sepulchurial stalkers - 165pts
    1 warsphinx - 210pts

    Rare:
    Casket - 135pts
    Necrosphinx - 225pts
    Screaming Skull - 90pts

    General observations -

    1 - Tomb kings don't need to rely on resurrecting skeletons half as much as i thought they would. They are so cheap just take more.

    2 - 3 chariots are pretty damn nasty to anything they touch.

    3- Necrosphinx actually is as shite as he looks on paper at killing anything usefull, but being able to fly and T8 with thunderstomp makes him actually quite good for running into elite infantry. (or hugging a steam tank for the whole game.)

    4 - necropolis knights/stalkers love a good ol rear charge!

    5 - 70 skeletons is about the right size for the unit.

    6 - screaming skull is VERY hit and miss and a lot of points.

    7 - casket has been certainly underwhelming so far, especially with BSB's getting re-rolls.

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  2. #2
    Lord of the Pit Baragash's Avatar
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    Why the Ironcurse Icon? I know it's only 5pts (IIRC), but with the Hiero they Regenerate anyway (yes, flaming attacks, I know), surely the Dragonbane Gem is a better choice for the TK?

    Yeah, I've gone off the Casket, better off with more Catapults IMO. Not a fan of Stalkers, I'd rather have something else for hunting WM, Mages etc (Carrion possibly). I think Entombed is a weak rule that people will begin to counter once they get used to the idea of Sing in Fantasy, but I rate NKs as an excellent flanking unit.

    Would be interested to see the lists you played against.


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  3. #3
    Pox's Avatar
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    Originally Posted by Baragash View Post
    Why the Ironcurse Icon? I know it's only 5pts (IIRC), but with the Hiero they Regenerate anyway (yes, flaming attacks, I know), surely the Dragonbane Gem is a better choice for the TK?

    Yeah, I've gone off the Casket, better off with more Catapults IMO. Not a fan of Stalkers, I'd rather have something else for hunting WM, Mages etc (Carrion possibly). I think Entombed is a weak rule that people will begin to counter once they get used to the idea of Sing in Fantasy, but I rate NKs as an excellent flanking unit.

    Would be interested to see the lists you played against.
    yeah ironcurse icon needs a change - it was the whole 5pt here is an item piece of wonder in case i ran into dwarf war machines but yeah indeed meh.

    indeed going off the casket though the extra power dice to use normal spells is quite usefull - 135pts usefull probably not though! though the model does look pretty.

    Stalkers are hit and miss, mainly use them to take out monsters with their gaze or turn up behind the enemy and get a rear charge next turn. Don't think i've used them to hunt warmachines yet... and would indeed agree that carrion would be much better at that.

    Strange that you don't like entombed, i think used right it is very harsh indeed. Place a counter on the table roll misfire+artillery dice move counter - place unit so that any part of its huge chariot base is touching said counter in any direction you like then place the unit in any way you like. Leaves it open to a lot of dandy unit manipulation, rather then the 40K petal pattern.

    do need some archers in this list though, and will probably drop the horse archers at some point for though they distract my opponents they do little besides.

    from memory the other armies faced where:

    Dark Elves (only 1.2K so no horse archers, warsphinx, stalkers, necrosphinx or casket)

    Lvl 2 sorcerss with lifetaker in a unit of 19 crossbowmen (horde formation.) using lore of Dark Elves.
    Hydra
    20 Black Guard (or executioners cannot remember which the ones with halberd and banner of armour piercing.)
    5 shades
    2 units of 5 harpies
    must have been something else but damned if i remember.

    Ogres: 2K
    Tyrant with great weapon
    lvl 2 butcher
    lvl 2 butcher

    11 ogre bulls (full command)
    10 ogre ironguts (full command)
    4 leadbelchers
    40 or so gnoblars

    gorger.

    Lizards 2K
    Slaan lvl 4 lore of light (loremaster and extra dice per spell.)
    Lvl 2 skink priest on engine with lore of heavens

    20 temple guard
    40 saurus
    unit of 3 salamanders
    unit of 32 skinks with 2 kroxigor in
    10 skink skirmishers with blowpipes

    Demons 1.2K

    slaanesh herald Lvl1
    Tzeentch Herald Lvl 2 (loremaster - lore of light)
    tzeentch herald lvl 1

    20 horrors
    20 demonettes
    10 flesh hounds

    possibly something else, but this list was magic heavy!

    Empire 2K

    Arch lector on war altar
    General of the empire on barded warhorse with shield and heavy armour
    2 warrior priests
    lvl1 fire wizard

    39 swordsmen with griffin banner to double rank bonus. (add 1 warrior priest to the mix.)
    10 handgunners
    10 handgunners
    8 knightly order knights (insert general and 1 warrior priest.)

    Cannon
    steam tank.

    Dwarves 2K
    runelord + anvil of doom
    dwarf lord on shield bearers in a unit of 39 longbeards
    20 thunderers
    20 ironbreakers
    10 slayers

    grudgethower
    cannon
    organ gun

    and that is all the armies from memory, no doubt missed a couple of things out but think unit sizes are spot on. Lack of magic in most armies is due to campaign playing in where magic items are severly restricted.

    Last edited by Pox; 22nd June 2011 at 11:08.
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  4. #4
    Moderator Liam's Avatar
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    How are you finding only a Lv2? I'd have really thought that you needed at Least Lv4, Lv2, maybe another Lv1 to make it effective, especially for an army which needs those buffs!

    Isn't that, you know, too many Skeletons? How on earth do you move them around on the table?

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  5. #5
    Pox's Avatar
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    Originally Posted by Liam View Post
    How are you finding only a Lv2? I'd have really thought that you needed at Least Lv4, Lv2, maybe another Lv1 to make it effective, especially for an army which needs those buffs!

    Isn't that, you know, too many Skeletons? How on earth do you move them around on the table?
    Initial impression of the TK army did have all my original lists with a Lvl 4 and a Lvl 2 going mwa ha ha ha but TK magic is mostly buffs, with a high spell casting value especially if you want to affect more then one unit at a time.

    hardly anything in my army NEEDS the bufffs. (being what 5+ ward, killing blow, march, extra attack.)

    being able to march is about the most usefull one on the list, the big monsters rely on T8 to avoid wounds, the chariots rely on impact hits, the knights would probably like some more attacks but don't need it, the only "dud" unit i would guess is skeletons but even those are WS5 with the prince in the unit and have a 6+ regen or 6+ parry save so the 5+ ward is a bit moot, the extra attack only affects the front rank and that leaves killing blow which though fun is not going to be a lot of extra damage a turn unless i'm up againt some particually heavily armoured fiends but then probably beating those on combat res or wittle them out in a war of attrition whilst the tomb prince throws his STR6 great weapon around.

    the TK army does not need magic buffs, they are kinda cool but not a true necessity i think, the points spent on the lvl 4 can be spent on getting a unit of chariots and more skeletons. (or heck even the warsphinx.) does put me at a disadvantage against dispelling magic heavy lvl 4 armies but cannot win them all i guess.

    70 skeletons move around the table much like 100 goblins on a large movement tray. 70 is spot on in a low magic army that does not rely on getting em back on the table and at 4pts a piece they are dirt cheap (almost as cheap as a goblin in fact.) a good couple of games have been left with only 10-12 of these critters due to combats, shooting, magical miscasts, combat resolution loss etc. non-armoured skeletons die quickly indeed. Musician in the unit makes reforming quite easy too.

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