I agree with enigmatik, KB is the way to go. I would also try to flank them with your colossus, he is s6 after all and on a charge he can be pretty crazy.
I agree with enigmatik, KB is the way to go. I would also try to flank them with your colossus, he is s6 after all and on a charge he can be pretty crazy.
To many models and to little time
Models painted 2013: Infantry:5 Cavalry:0 M. infantry/cavalry/chariots:0 Monsters:0 Characters:0 (Updated 15/02/2013)
you can make him str 8 with the great weapon as well. I would flank them or hit them with killing blow as described. If it's not there for you I would throw my unshapti at them, as the STR 6 should bring them down and the plus one attack spell lets all 8 get their extra swing, which is nice.
Dark Eldar Codex Guide pages 1-5
http://www.warseer.com/forums/showthread.php?t=281268
Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!
http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons
Just a small question, because we don't take break tests and don't have to worry about steadfast how do you rank up large units of skellies, do you go for ranks and a small frontage to keep the static combat res or do you go for a wide front for the attacks?
Children of the Dark King http://www.warseer.com/forums/showthread.php?t=307922
But gets from the Waltar :P
Cheers for the responses - those were pretty much my thoughts on the matter too.
In hindsight I would have been better off engaging it with my skelly block to the front (8 ranks deep), hold for a turn and then flank with the colossus. As the TGM would be engaged against Skellies he couldn't then make way to smash the colossus up.
Either way, that assumes the rest of the army isn't doing it's damndest to stop me! Still, live and learn.
I think it was probably the first time I've played with Tomb Kings where I thought I had set everything up perfectly, but then just watched all my units flop horribly and my army get rolled - there really is no margin for error playing with these Egyptian types. Get your target priority wrong for one phase and you can really screw yourself over.
In the game described I rear charged 3 Demigryph Knights coming down my flank with 2 Tomb Scorpions - I knew it would be close, but with +3 for rear charge I thought I'd break them but it didn't happen. The 9 S5 AP attacks really hurt and he made a lot of 3+ saves (no KB of course). So in subsequent rounds they killed my Scorps before proceeding to take out my casket and archer bunker. The Hiero made a brave effort to flee away (at 4" per turn) but got killed. All in all it wasn't pretty.
What I should have done was target the DGs with the casket first (I did try but it was scrolled in turn 2) as 2 on 2 would have been much more even than 3 on 2.
Horde 10 wide. They fight pretty well so i have no prob with them getting swong back on. I think people forget that our troopers are 4 pt unbreakable ws 5 warriors (always a prince if you're smart) that have a 6+ save. I ALWAYS run mine in at least blocks of 50, but I think I may up that to 70 here soon.
Dark Eldar Codex Guide pages 1-5
http://www.warseer.com/forums/showthread.php?t=281268
Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!
http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons
Children of the Dark King http://www.warseer.com/forums/showthread.php?t=307922
With Skeleton Warriors I can't see the point in trying to get more attacks. Skeletons don't generally kill enough of anything, even with WS5/6, to warrant going horde imo. The only case in which I could conceivably advocate going horde with Skeletons are against S/T3, 1A units with little to no armor.
Hope you get doom & darkness everytime-
Carrion would be nice maybe
"just make the Base size reasonable"
go go 100mm by 100mm!
"they cannot stop the signal-!"
Thinking about going TK as my 3rd army later this summer (currently Empire and WoC). How would this roughly 2000 point list (it is less than 2000, but that leaves room for magic items) perform:
Liche Priest lvl 4
Liche Priest level 2
Tomb Prince
Tomb Herald
40 skeleton archers (FC)
8 horseman archers (st./mus)
3 chariots
3 necro knights
1 warsphinx with roar
1 necrosphinx
1 casket
Does that look like a reasonable list? What would you recommend to start?
I think the reason to go horde is pretty simple.
If your warriors face a Deathstar (horde of elite troops), if you bus you will last longer, if you Horde you will kill a bit more but last a lot less. Not really much you can do against a unit that cost more than twice the cost of yours.
If your warriors face a Horde of non-elite troops, you will gain more from the extra 20 attack that what you will lose from the 3 extra rows of attacks the enemy will give you.
If your warriors face a non-Horde of elite troops, your enemy is already giving all his attacks, so you will clearly gain more from the 15 extra attacks than the posibility of an extra rank.
If your warriors face a non-Horde of non-elite troops (Tarpit), going Horde will reduce the number of rounds you unit is tarpitted.
Also, in Horde its a lot less probable someone will kill your TP, because he will receive the attacks of 1 or 2 rows maximum, versus the 3 rows in bus formation.
So, in most case going horde (for a decently sized skeleton warrior unit, aka 40+) should be better.
I like the 2400 list. Looks solid and I like the construxts and buried threat.
To Gradek, where you thinking of running the prince and herald in that list?
"just make the Base size reasonable"
go go 100mm by 100mm!
"they cannot stop the signal-!"
I just wanted to point out that while he cannot "make way" to beat on your colossus, he can complete a "Combat Reform" in which he can reposition his GM anywhere he wants as long as it is still in combat after moving.
Depending on how the Army is built the New Empire can be very rough on armies that do not have ways of dealing with lots of high Armor Saves. With little effort they can plop down 2 - 3 tough Units (Demigryphs, Inner Circle Knights, Steam Tank) with a 1+ Armor save and with a little effort they can also field most of their characters with 1+ Armor Saves.
My main army is Empire, however I just started building a TK army after having it sit on my shelves for the last 2 years and I've been thinking about this very problem.
In general how do TK deal with High Armor Save units?
Outside of Tomb Guard with Killing Blow, possibly a War Sphinx or Ushabti with Great Bows/Weapons (Which are not so hot methinks) do we have anything else?
Tomb guard with ap banner.
Spirit leach from Hierotitan or caster.
Casket
Casket+ doom & darkness
Purple Sun
"just make the Base size reasonable"
go go 100mm by 100mm!
"they cannot stop the signal-!"