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Meraklis
02-11-2006, 19:37
1 Tomb King @ 288 Pts
General
1 Chariot @ [45] Pts
1 Flail of Skulls @ [45] Pts
1 Chariot of Fire @ [25] Pts

1 Liche Priest @ 160 Pts
Hierophant
1 Collar of Shapesh @ [25] Pts
1 Cloak of the Dunes @ [20] Pts

1 Liche Priest @ 305 Pts
1 Casket of Souls @ [165] Pts
1 Dispel Scroll @ [25] Pts

1 Liche Priest @ 168 Pts
1 Skeletal Steed @ [0] Pts
1 Staff of Ravening @ [45] Pts

3 Chariots @ 190 Pts
1 Icon of the Sacred Eye @ [50] Pts

1 Tomb Swarm @ 45 Pts

9 Skeleton Light Horsemen @ 161 Pts
full command

25 Skeleton Warriors @ 250 Pts
full command
1 Banner of the Undying Legion @ [25] Pts

25 Skeleton Warriors @ 225 Pts
full command

1 Tomb Scorpion @ 85 Pts

1 Screaming Skull Catapult @ 110 Pts
Skulls of the Foe

Von Wibble
03-11-2006, 20:00
Lose the collar of shapesh on your hierophant - yuou don't need ward saves on characters who shouldn't be being targetted by any enemies.

Light horseman unit is an unusual size. Very unwieldy. Personally I don't rate them as bowmen are half the cost. Lose the unit.

Drop the skeletons to 20 each. Lose the tomb swarm.

With the points gained, get 3 Ushabti and a tomb scorpion. Your army lacks hard hitting units otherwise - with only the chariots to use.

Meraklis
03-11-2006, 23:34
the point of this army is to sit back and shoot while the swarm and the scorpion will pop up next to my opponent's war machines.
The light cavalry in my experience deals very effectively with enemy skirmishers and light cavalry and if you consider that the liche priest with the staff of ravening will be with them I think that this unit should stay.
The king and the chariots are not intended to charge across the field but rather remain back for countercharging or flanking.
The skeletons IMO should be 25 strong because this is the only way that they will survive a combat long enough in order to get help from the chariots/tomb scorpion/light cavalry.

Thx however for your comments I appreciate your advice