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Meraklis
28-10-2006, 18:58
I will be playing on a local tournament in November and I would like some feedback on my TK army:

1 Tomb Prince -Crook and Flail of Radiance (General)

1 Liche High Priest- Neffera's Plaques of Mighty incantantions, 1 collar of shapesh, vambraces of the sun ( Hierophant)

1 Liche Priest- Casket of souls, Golden Ankhra

4 tomb swarm bases

10 heavy horsemen (full command)

5 heavy horsemen (no command)

4 chariots (no command)

21 Tomb Guard (full command) - banner of the undying legion

2 tomb scorpions

1 Screaming skull catapult - skulls of the foe

Total 1992 points


I will try to have my casket placed at a spot where it can cause max damage.
The Prince with the Hierophant will join the Tomb Guard. The scorpions will protect the casket if I face a combat oriented army or they will use the "it came from bellow" rule if I face a shooty army. The chariots and cavalry will escort my Tomb Guard or try to cover my flanks depending on my opponents.

I expect to face a lot of powerplay armies so your advice can be very helpfull!

Cheers!

warhammerlord_soth
29-10-2006, 11:09
You seem to be missing a lord.. I'd suggest taking a king, dropping the prince and using 3 priests.. that'll make sure you get to use the casket sometime

Aris_Redwind
29-10-2006, 12:22
You seem to be missing a lord..

He is using a High Liche Priets. We just don't see High Priest used because most of us prefer the killing power of a King.

I have to issues with your list. One there is a low model count, even to Tomb Kings. If this list had to deal with a Tzeentch magic or something like a Dwarf of Empire army with a strong shooting element it will falter.

My second which does not help you deal with the first issue but you only have three characters. I have not had much of any success with Tomb Kings with less that the max amount of spell casting.

Also here are a few things that might help out your current list.

Make the 5 strong unit of Heavy Horseman into Light Horseman. The cost less and can work as better flankers without losing the ability to charge into combat and remove rank bonus.

Drop the Swarms. You have to scorpions to guard you shooting units the swarms don't have much value. I like a unit of Hand Weapon and Shield Skeleton for the tar pit unit better.

For the Prince I would recommend giving him the Flail of Skulls. For the first round of combat the Prince will have a 6 Str. Send him off to challenge the enemy. Only one wound need to score to points of combat res and a dead enemy hero and if you get to fight a unit champion if would not be hard to score 4 or 6 points of combat res.

Also look in to getting Ushabti (spelling) they are a wonderful, wonderful thing.

Just remember the Tomb Kings win by outnumbering a foe and winning the fight. The magic will allow a advantages situation and fear should do the rest.

Alathir
29-10-2006, 14:37
I agree with the flail of skulls... that thing is nasty and can turn combats on its own. I would take another liche, the more magic you have the better you will fare. period.

I'd think about dropping the horsemen, or at least the small unit. I have only ever seen TK cavalry go well once... and I have versed alot of TK's. If anything, switch the heavy cavalry for light and stick a liche with them. They can go alright then and always hitting on 5+ is nothing to laugh at. If you can swing it somehow, invest in a big block of normal skeletons as well. Remember, for you: autobreaking = victory.

Aris_Redwind
29-10-2006, 15:53
I agree with the flail of skulls... that thing is nasty and can turn combats on its own. I would take another liche, the more magic you have the better you will fare. period.

I usually take a Prince (with Flail of Skulls) on a Chariot leading 3 Chariots with a musician and Icon of 3+ to Hit (forgot the name). It is a lot of points but can usually break most foot units with out needing the power of fear. And if this unit gets a flank or rear charge.... bye, bye enemy unit.

Hope this helps, Aris Redwind

AngelofSorrow
29-10-2006, 19:16
I usually take a Prince (with Flail of Skulls) on a Chariot leading 3 Chariots with a musician and Icon of 3+ to Hit (forgot the name). It is a lot of points but can usually break most foot units with out needing the power of fear. And if this unit gets a flank or rear charge.... bye, bye enemy unit.

Hope this helps, Aris Redwind

I love the the Icon of +1 to hit ermmm i mean Sacred Eye:D

that said I like the fact that you are using the high priest I always take one in 2000pts they are so invaluable, but like aris has said your army is really lacking in models

4 swarm bases are expensive i would trade them out for some skellies to help your numbers

Meraklis
29-10-2006, 20:04
thx guys for your comments! They sure help a lot.
Actually they have influenced me so much as to think of rewritting the whole list.

so.....

1 tomb king on chariot with flail of skulls and golden eye of rah-nutt

1 priest on steed with the staff of ravening

1 priest with casket and golden ankhra

1 priest (hierophant) with collar of sapesh

25 warriors full command

25 warriors full command (banner of the undying legion) hierophant goes here

12 horsemen (full command + war banner) - they will be joined by the priest on the steed

4 strong chariot unit with the sacred eye std (+1 to hit)

1 catapult with skulls of the foe.

I plan to use the chariots with the king and the horsemen and the priest on 1 flank whille the 2 blocks of skeletons with the casket and the catapult will hold the center.

What do you think? I still feel that I wont be able to outnumber most armies but I think that the king with his unit and the cavalry in support will be more than capable of breaking most units.

Aris_Redwind
30-10-2006, 21:52
See if you can find the points for one of those scorpions. They are always a good thing. Also unless you expect to come under a lot of shooting a unit of 5 chariots is to big. It will be common for a 5th chariot to be unable to enter base-to-base contact and therefor no impact hits or crew attacks.

StormCrow
30-10-2006, 23:00
I'd drop a chariot (it's hard to get 5 in contact with the enemy in most cases and will be targeted heavily), make the horsemen the light cavalry option and drop them to 10 (with the liche they usually shoot twice per turn and with the staff they become quite a very effective skirmisher/light cavalry killing unit), and use the remaining points to boost your skeleton blocks to 30 each (that way you should outnumber most other infantry blocks). Otherwise it is a very good list and fairly similar to the one i field.

and with the hero magic items i'd drop the golden ankhra from the casket liche, the casket is enough protection for him from shooting attacks and if he gets into close combat it's pretty much all over for him no matter what you try....crumbling is a bitch. And i'd definetly recommend you give your hierophant the hieratic jar or cloak of the dunes, it can get you out of sticky situations.

...and try to get a scorpion

zak
30-10-2006, 23:02
Have to agree with the last poster here. You really do need a Scorpion as there great for shooty armies and as a defensive unit against a fast combat army.

Meraklis
31-10-2006, 00:24
Thank you guys your feedback is really valuable. Actually I will try and see if I can get some scorpions if I drop the extra chariot and downgrade the heavy cavalry to light I will try to see if I can fit some scorpions.

Cheers!!