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kyinpie
09-12-2011, 18:55
my current list im going to try. just want some pointers see if i missed anything.

liche high priest
lvl 4
earthing rod
235

archers x20
musician
130

archers x20
musician
130

chariots x3
musician
175

chariots x3
musician
175

warriors x10
LA
banner
musician
70

warsphinx
roar
230

warsphinx
roar
230

knights x4
musician
270

knights x4
musician
270

colossus
AHW
175

colossus
AHW
175

casket of souls
135

total 2400pts

the high priest goes in the warrior unit at the back of the board, out of danger supporting the constructs as they advance forward whilst the archers shoot the support units/thin out the big units. and the chariots get into a good position ready to charge n wth the constructs. well thats the plan anyway! lol
any feedback welcome

cheers ky

Zulco
10-12-2011, 02:35
I mostly play TG focused lists so i have have a lot of first hand experiance but here my toughts.

looks kinda good to me. if u really want to be competitive i should switch the collosus for another warsphinx and a necrosphinx. Also i wouldent go to battle without a save on the Hierophant.

A dispell scroll is also very nice to have but earthing rod is also very nice. So maybe put another priest in? that way u can have 2 move spells and also makes sure u get all the spell u need/want. Dont really sure on what to cut to make the points.

Hope it was helpful!

kyinpie
12-12-2011, 10:45
i had a game against high elves last night using this list:-

liche high priest
lvl 4
earthing rod
235

archers x20
120

archers x20
120

chariots x3
165

chariots x3
165

warriors x20
LA
banner
110

warsphinx
roar
230

warsphinx
roar
230

knights x4
musician
270

knights x4
musician
270

colossus
AHW
175

colossus
AHW
175

casket of souls
135

total 2400pts

he had roughly

lvl 4 with book of hoeth (shadow) mindrazor, pit, -toughness and - strength
lvl 2 with seer staff and gives unit magical attacks (high magic) fury of kain and arrow attraction
bsb with great weapon, dragon armour and banner of sourcery

10 archers musician
10 archers musician
10 archers musician
19 archers banner and musician and flaming attacks (lvl2 here)
24 spearmen full command
24 spearmen full command
25 spearmen full command (lvl 4 and bsb here)

4 bolt throwers
3 eagles

his deployment was is lvl 4 and bsb in the centre and archers and bolt throwers spread across the field, the other two spearmen on either flank.

my deployment, knights in the middle along with the two giants, bunker behind, archers either side of the knights then the sphinx's then the chariots, casket right at the back.

my first turn nothing much of note, managed too reduce two eagles to 1 wound each, got the movement spell off on the boosted version.

his first turn, i deployed my giants 1 inch apart so he put pit of shades in the middle of them and rolled double 5 for irresistible! killed both. heavy fire on the unit of chariots on my left killed them outright. killed one knight.

my second turn, i moved forward. got the movement spell of again, boosted. brought back a knight on one wound. shoot some archers and bolt throwers did a wound here and there, no panic checks though. eagles hiding behind units now. im all set up for charges next turn with nearly everything.

his second turn, he charged his unit of 19 + lvl 2 into my knights, failed by 1 inch. charged my chariots with his spearmen, failed by one inch. moved eagles infront of both units n the remaining moves phase. he cast pit with treble 3 making it irresistible on my sphinx on the right, scattered onto the chariots and losing one but saving the others. tried to cast drain magic but i stopped it, then cast -1 toughness on the already wounded knights with double something, making it irresistible. he shoot the chariot unit in till there was one wound left but no more shooting. shoot the knights again losing 3 wounds again.

my third turn, knights (full wounds on the left) charged the eagle, the sphinxs on my right charged the eagle in the way of the chariot, failed its terror check and run, i redirect towards the spearmen successfully. the freed up chariot on one wound charges the bolt thrower. the sphinx on my left charges the other spearmen, which also fails terror check and runs to safety.the knights (the wounded unit) charged the third eagle in front of it.
magic not alot gets off this time. shooting, a few wounds here and there on spearmen and archers. combat, the full units of knights kills the eagle and turns to face the large archer unit. the wounded unit of knights kills the eagle and falls short of the spearmen with the lvl 4 in. the chariot kills the bolt thrower and panics a unit of archers of the board then overruns but stays on the board. the sphinx vs the spearmen took 4 wounds, but did a ridiculous amount in return using the thundercrush attack, breath attack and thunder stomp leaving the unit wth nine guys. the unit fails his stubborn roll and not iin range for the re roll, so runs i fail to catch them, but the eagle (that fled from the terror check) fled again and off the board.

his turn 3, his large unit of spearmen charged the full unit of knights, and made the charge. a unit of 9 archers charged the wounded unit of knights, and made it. this was one knight and two archers in base to base as a bolt thrower was in the way. both spearmen units rallied. magic, midrazer was cast on the large archer unit with double 6 this time. he rolled 11 on the table losing mindrazor and -1 strength. he cast curse of arrow attraction on the chariot, tried drain magic i stopped it, then wiith my last two dice i got rid of the remains in play spell on the knights. shooting, the chariot died, tried killing the last wound from the sphinx but failed. combat, the mindrazor archers failed there fear check, and combat was won by the archers by 2 or 3 which left me with two knights one on one wound.the archers and the wounded knights fighting courner to courner was a draw.

my turn 4, i charged the wounded sphinx back into the nine spearmen and got in. the other sphinx went on a long charge towards a bolt thrower needed 10, with the overrun it would have taken me into his unit with the lvl4 in. but he failed. magic, gave smiting to an archer unit, tried to move every thing within 24 inches but he stopped me. shootng felt wasted as my only real target with the archers with smiting was a bolt thrower with 1 wound left. i killed it though. combat, the mindrazer archers killed the knights and turned to face the hirophants unit. the other knights won combat agianst the archers on the courner and cut them down and run into the bolt thrower. the sphinx vs the spearmen serviived the attacks and then killed them to the last man.

his turn 4, the big unit of archers charge my lvl 4 unit. his lvl 4 unit charges my knights in the flank. magic he didn't irresistible force the -1 toughness spell on my knights so i stopped it. shooting i dont think he had any left at this point, maybe one bolt thrower, but it did nothing if there was one! combat, his unit of archers killed my hirophant, i won combat and cut him down. the knights kill the war machine, his bsb fails to do any thing followed by me making all my saves from the unit. i roll killing blow on his lvl 4 and then kill his bsb, i win combat and cut him down.

he then concedes at this point.

i personally thought it was a very good game and enjoyed it from start to finish, bit disappointed that ii lost 625pts in his 1st turn, but hey, thats the game.

i think the list worked quite well and fits in with my game play, but i moved my hirophant to aggressively and he found combat, which is of course bad! lol hope i didnt waffle too much

ky

kyinpie
12-12-2011, 10:46
sorry it double posted!