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Post by chief on Jan 15, 2012 20:36:22 GMT
I'm looking into starting a tomb kings army and have wrote a quick 2400 point list to see what people think about it Lords Tomb King w/ shield, armour of destiny and sword of strife Liche High Preist lv 3 w/ talismin of preservation, enkhils kanopi and using the lore of Nehekhara Heros Liche Preist lv 2 w/ talismin of endurance and using lore of light Liche Priest lv 2 w/ talismin of protection and using lore of light core 24 skeleton warriors w/ full command, light armour and spears 2x10 skeleton archers w/ light armour 2x5 skeleton horse archers 3 skeleton chariots w/ full command special 29 tomb guard w/ full command 3 tomb scorpions rare 2 screaming skull catapults w/ skulls of the foe casket of souls All in all it comes to 2396. any useful feedback would be helpful thanks
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Post by marlowe on Jan 18, 2012 10:59:38 GMT
Too many characters, drop the king. No horse archers- they crap as when they put and about they can't march Drop skeletons or tomb guard for bigger units of skeleton archers. Their shooting is quite effective More chariots are never a bad thing. Try some of the big beasties and defo keep the casket.
In general skeletons are only worth holding a hero for fighting use chariots and big beasties, must haves are casket and catapults.
Mark
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Post by chief on Jan 19, 2012 9:34:04 GMT
thanks for the feedback mark. i have taken this into consideration and came up with this
Lords Liche High Priest Lv 4 w/ talismin of preservation, enkhils kanopi using the lore of Nehekhara
Heros Liche Priest Lv 2 w/ talismin of endurance using lore of light
Liche Priest Lv2 w/ talismin of Protection (because a 6+ save is better than no save) using lore of light
Core 60 Skeleton archers
3x3 Skeleton chariots w/ full command
Special 3 tomb scorpions
Khemrian warsphinx w/ fiery roar
Rare 2 screaming Skull catapults w/ skulls of the foe
Casket of souls
this list comes to 2400
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Post by bensaunders on Jan 19, 2012 15:03:39 GMT
I've not played WHFB in years, or TK ever (though I'm currently trying to decide between TK and VC for a potential army), so take this with a pinch of salt, but...
I'd consider having one block of skeletons (or tomb guard) equipped for close combat, when the enemy reach your lines. Unless you think archers led by a character can hold their own or that a chariot charge will stop the enemy in your tracks.
(It depends how you play I guess - I gather that TK players/lists divide into offensive and defensive and you appear to have gone for the latter build.)
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Post by chief on Jan 19, 2012 18:35:35 GMT
yeah i think the way this army is built is more defensive as it can through out a lot of shots in the shooting phase and power dice in the magic phase.
i'm not completely sure how am going to balance this 1 out exactly.
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Post by chief on Jan 19, 2012 18:48:44 GMT
i'm now thinking about dropping the tomb scorpions for another warsphinx
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Post by marlowe on Jan 19, 2012 22:53:19 GMT
That's no bad now Scott, a small block of sleletons just to hold characters archers are good enough to take the fight
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Post by bensaunders on Jan 20, 2012 12:32:21 GMT
i'm now thinking about dropping the tomb scorpions for another warsphinx Would you have to drop all three? It may depend how you play/who you'll be facing, but I gather they can be pretty useful for tackling enemy war machines and so on. How else would you deal with the bank of dwarf cannons that will no doubt be targeting the sphinxes?
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Post by chief on Jan 21, 2012 10:29:43 GMT
yeah tomb scorpions are useful that wa. the only thing wrong with it is they cant charge the turn they come up. but a suppose someone turning a cannon on an 85 point model is better than turning it on a 225 point model
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