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Thread: Tomb Kings in a map based campaign

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    Commander bluemage's Avatar
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    Tomb Kings in a map based campaign

    My friends and I are playing a 5 player map campaign with our own rules and I thought I’d chronicle my battle reports. Anyways since I don’t play enough games of warhammer I figure by typing up what I did I’ll better be able to analyze my tactics and improve upon them.

    Note that all of these battles are at 1200 points unless stated otherwise.
    So the players and their armies
    The Spaniard with Ogre Kingdoms
    Cheats McGee with fluff bunny Warriors of Chaos
    Kneedles with Dwarves
    Christophe with Orcs and Goblins
    And myself with Tomb Kings

    There had actually been a couple of battles before I got my first one in. I’ll list the results just for completion here. If people would like to know some more details of what happens with the battles I didn’t participate in I could write up some mini battle reports for them (they’d be much shorter that what I posted here).

    The first battle was Cheats running a Tzeentch themed list up against Ogre Kingdoms, where Cheats tabled the ogre player by turn 5.

    Then Christophe had two games against Kneedles. The first one Christophe won, and the second Kneedles won by a massacre.

    So I had my first game against The Spaniard and his Ogre kingdoms. Be warned this battle report is actually rather long for some reason. But the detail should give you plenty of information on how my tactics played out, or maybe it won’t.

    My list was
    Tomb King with a flail and hat of wizardry.
    Liche priest level 2 with lore of nehekhara
    20 Skeleton archers
    3 Skeleton chariots, with a standard and musician
    21 Tomb guard with full command and halberds
    3 Carrion
    Casket of Souls

    My opponents list
    Ogre bruiser general with armor of destiny and great weapon
    Ogre bruiser bsb with heavy armor and iron fist
    7 iron guts with musician and standard
    6 bulls with iron fists, musician and standard
    6 bulls with iron fists, musician and standard
    2 mournfang with heavy armor, great weapons, standard with the gleaming pendant

    The campaign scenario for this round was Nurgle’s rot which reduced every models strength and toughness by 1 for the round.

    http://i1144.photobucket.com/albums/...Deployment.jpg

    Terrain had a river running from my deployment zone to the Ogre deployment zone cutting off about 1 foot of the table on the left side This was very handy as this is where we left our books and dice. In the middle of the board to the left was a forest and in the lower right part of the board was a building just outside my deployment zone. There was also an idol of gork and sinister statue just outside my opponent’s deployment zone.

    For magic I rolled for my king who got death with got purple sun and spirit leech. My lich priest rolled up the movement spell and the 5+ ward save spell.

    Deployment
    I feel like I did alright with the deployment phase as my opponent was set to run his 3 ogre units straight at me with his mournfang off to the right side where I didn’t have anything. His general went into the ironguts and his bsb went into a unit of bulls. So going left to right he had 7 iron guts with the general, 6 bulls, 6 bulls with the bsb, and 2 mournfang.

    I deployed in a refused flank on the right side of the river with my archers in back, my tomb guard in front of them and the carrion in front the of the tomb guard. The chariots were to my right and the casket was to my left on the other side of the river. My king went into the tomb guard and the priest went into the archers. Anyways since my king rolled up purple sun and I’ve never run death in 8th before I decided my strategy would be to cast purple sun. There wasn’t much of a strategy going into the game beyond trying to cast that spell. See based on that you can tell I’m an amazing tactician. I read in some Ogres are overpowered thread that all you need to do is cast purple sun to win.
    http://i1144.photobucket.com/albums/...e_Kingdoms.jpg
    Ogres turn 1
    He ran his 3 ogre units towards me and his mournfang were stuck behind the bulls and the ironguts. It was a little scary how quickly he was crossing the board.

    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    Tomb Kings turn 1
    My carrion move up in preparation for harassment duty. The tomb guard move up some and the archers move up some so they’re in range. The magic phase was 4 dice to 1; I got of light of death on the mournfang, who were out of bsb range and the general’s range. Unfortunately my opponent rolled a 6 for his leadership test. Everything shot at the iron guts but I deal any wounds, even with the guts being toughness 3.

    http://i1144.photobucket.com/albums/...e_Kingdoms.jpg

    Ogres turn 2
    The iron guts and both bull units moved forward, the mournfang change their minds and decide to run around the building in order to try to flank my forces.

    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    Tomb Kings turn 2
    I move my carrion in front of his iron guts to redirect them into the river and hopefully give my tomb guard a flank charge. My tomb guard and archers move back some. Magic 9 dice to 6. I start with a 3 dice light of death on the mournfang again and roll an 8. The ogre player lets it through and rolls a 15 on his leadership, announces he has the gleaming pendant and is rerolling his leadership test and rolls a 6. This is going to be bad as I don’t have any way to deal with the mournfang beyond magic. I cast purple sun with the other 6 dice, my opponent fails to dispel it and the sun stops right in front of his bull unit with the bsb. Everything shoots at the ironguts unit and does 2 wounds.

    Things are not looking good for me as the moungfang should be dead from light of death, the purple sun is only going to hold that unit up for a turn and my shooting might as well not exist.

    http://i1144.photobucket.com/albums/...e_Kingdoms.jpg
    Ogres turn 3
    The iron guts charge the carrion, the bull unit without characters moves up to stand behind the ironguts. The bulls with the bsb decide to not cross the purple sun and the mournfang continue their long trek around the building to my flank. The magic phase sees my opponent get 2 power dice and fail to dispel the purple sun, the sun then moves through his bsb’s unit and kills 5 guts leaving the standard bearer and the bsb. Things are starting to look up for me. The ironguts predictably crush the carrion and reform to face my tomb guard.

    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    Tomb kings turn 3
    I try to charge the bsb’s unit with my chariots. I need a 9 but only roll a 7. I now have a choice, I could charge his iron guts with my tomb guard but it would pull my tomb guard out of position and I think I would lose that fight quite badly as they still haven’t really been hurt. I move my archers up to be about an inch and a half behind the tomb guard. The magic phase is 6 dice to 4. I 6 dice purple sun, my opponent fails to dispel it and I roll high enough for it to go through the iron guts and the bulls behind them. Purple sun wipes the out all the iron guts but the general lives and kills 2 out of 6 bulls in the unit behind the general. I gain 3 bonus dice and cast light of death with them on the mournfang, my opponent predictable rolls a 7 and passes the leadership test. Shooting at the general revels he’s wearing the armor of destiny and fails to deal any wounds after ward saves.

    http://i1144.photobucket.com/albums/...e_Kingdoms.jpg
    Ogres turn 4
    The general charges my tomb guard, the bsb and the bull remaining charge my chariots in the front and the mournfang get a flank charge off on the chariots. The bulls behind the general get a failed charge on the tomb guard. The chariots are destroyed and failed to deal any wounds. The mournfang over run 3 inches and fail to make it into the tomb guard. The bsb also over runs but only goes 4 inches and gets stopped by the mournfang. In the tomb guard versus bruiser general battle I decline his challenge and move my king to the back. My tomb guard however only deal 1 wound to him. He kills a few of tomb guard and wins combat by 2.

    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    Tomb kings turn 4.
    My thoughts were that I was like completely &@^$. My tomb guard weren’t rolling well and the bsb and mournfang were soon going to get flank charges and kill my army. The magic phase sees my get off light of death on the mournfang and it predictably fails to kill anything. I then get off the 5+ ward save on my tomb guard bringing 4 back to life. Shooting also fails to do any wounds. In combat I deal another wound to his general and his general whiffs his attacks, fails his break test and runs.

    Now this part is important as I make my game winning move. I combat reform my tomb guard to be facing his mournfang, the bsb’s unit and bulls and then go from 7 wide to 12 wide in order to keep them all in my front arch.

    http://i1144.photobucket.com/albums/...e_Kingdoms.jpg
    Ogres turn 5
    He charges my unit with his characterless unit with 4 bulls left and makes it in. The mournfang try to charge my tomb guard but fail charge as he can’t close to door to me and I can’t close to door to him. The bsb’s unit was in the way preventing him from closing the door to me. And the bsb’s unit also fails charge because the mournfang were in the way. I’m sorry I don’t have a picture to show you guys of how exactly things were positioned as it was a thing of beauty.

    As only his bulls make it into combat I end up breaking them but fail to run them down. My overrun brings me into contact with the mournfang and when I close the door to him it also brings me into contact with his general. Fortunately only one mournfang is going to be in combat.

    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    Tomb Kings turn 5
    Magic sees me get of light of death off which kills the one remaining bull in his bsb’s unit and kills one of the fleeing bulls from the characterless bull unit. I also get off the 5+ ward on my tomb guard again. In combat my king finally man’s up and accepts his general’s challenge and deals the final two wounds needed to kill the bruiser. The tomb guard deal a signle wound to the mournfang and the mournfang deal 1 wound to the tomb guard as he rolls poorly and I roll very well for ward saves. The mournfang break from combat but successfully flee and lose their standard bearer. I chase after them bringing me into contact with his bsb.

    My opponent decides to call the game here as all he has is a fleeing mournfang, his bsb in combat with my tomb guard and a single bull from the characterless bull unit.

    Conclusions
    So tomb kings massacre the ogres. So I really feel I got extremely lucking at a couple of key points. One was that the second purple sun wiped out the iron guts and the second was that his mournfang failed to overrun into the combat with the tomb guard and the bruiser general. I feel if either of those hadn’t gone my way I would not have won the game. On the other hand the mournfang should have died several times over from the light of death as the average roll is 10.5 and mournfang have a leadership of 7 and I got the spell off successfully several times. It’s also unfortunate that my chariots had a failed charge on his bsb’s unit with the one bull as I think they would have easily won that combat and probably run them down. But whatever, warhammer is a game of dice and the game rarely plays out the way you expect. So I feel like tomb guard aren’t that great for their price and skeleton shooting doesn’t accomplish much. However carrion are amazing for redirecting to buy you one more crucial turn.

    Anyways my next game will feature a different tomb king list up against a khorne warriors of chaos army.

    Also if people have suggestions to improving my battle reports I’d be glad to hear them. Sorry if the length of the report puts some people off. According to word this is 5 pages long.
    Last edited by bluemage; 01-05-2012 at 23:06.
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

  2. #2
    Commander bluemage's Avatar
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    Re: Tomb Kings in a map based campaign

    Edited to now include some pictures, they aren't the best as I'm awful at using battle chronicler but hopefully it makes the report easier to read.
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

  3. #3
    Commander bluemage's Avatar
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    Re: Tomb Kings in a map based campaign

    So my game two got off to a great start. My friends and I met up at the local game store only to find out they had a flames of war tournament going on and there was no chance of getting a table for at least 6 or 7 hours. Anyways we decided we’d headed off to someone’s apartment, put a mat down and play on the floor. I really wouldn’t recommend playing on the floor as it’s not the most comfortable place. It was the only chance I would get to play my opponent so we went for it. But the real problem with playing the game at someone’s apartment were the 2 observers who wouldn’t shut their mouths and kept offering advice after being told repeatedly to stop.

    Anyways apologies for this report not being very detailed. I didn’t take notes and my friends kept distracting me and would occasionally be asking questions about unrelated topics. So I’m not sure what happened on every turn, but I got the geist(sp?) of things right.

    My list
    High Liche Priest level 4 who knew the movement spell, 5+ ward, the movement hex, and the strength and toughness debuff.
    26 Skeleton archers w/ musician
    3 Skeleton chariots w/ musician, standard, banner of eternal flame
    5 Skeleton horse archers
    5 Skeleton horse archers
    3 Carrion
    4 Necropolis knights w/ musician, standard
    Casket of souls
    Screaming skull catapult w/ skulls of the foe

    Cheats McGee
    Chaos lord with barded steed and a chaos runesword
    Exalted hero bsb on a juggernaut
    20 Marauders w/ flails, mark of khorne and full command
    13 Chaos Warriors w/ halberds, mark of khorne and full command
    5 Chaos Knights w/ full command

    For this game I got 120 points to spend on core so I took a second unit of horse archers and 8 more archers.

    My opponent had +2 to his roll for going first.

    Deployment
    http://i1144.photobucket.com/albums/...Deployment.jpg
    I won the roll for deployment and choose to let my opponent deploy first. He started by placing his marauders a little right of the center. I placed my carrion on the far left. He then placed his warriors a little left of the center. At this point I really regretted that fact that I didn’t have a second unit of chaff to deploy and placed my chariots on the far right. He then placed his chaos knights opposite the chariots, his general went in to the unit of chaos knights, his juggernaut went in between the marauders and the warriors and the rest of my stuff ended up in the left corner, far away from his chaos knights and lord. My skeleton archers deployed on his side to the left of the warriors. Anyways Chaos won the roll to go first. The only terrain of any importance this game was sinister structure to the left of the board. Anyways I didn’t read the rules on it myself and we sort of forgot it could shoot missiles out until turn four where it mattered.

    Chaos Turn 1
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg
    His army moves forward.

    Tomb Kings turn 1
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    I shuffled stuff around some. Magic reduces the movement on the chaos warriors, the catapult scattered off the chaos lord and killed some marauders. I’m hoping he’ll go after my chariots, over run off the board away from my main force and I don’t have to deal with his knights for the rest of the game.

    Chaos Turn 2
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg
    His knights now have a tough decision at this point. He can charge the chariots and overrun away from the battle, effectively taking him out of the rest of the game. Or he can ignore them and present the chariots with his flank. He opts to ignore them.

    Tomb Kings turn 2
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    My chariots charge the flank of his chaos knights, I’m hoping here that I can slow him down some, and if I get lucky win combat. I don’t think my magic did much; the casket and catapult don’t injure his bsb. Shooting might have killed a couple of warriors. His lord makes way, rolls poorly and the chariots and knights tie combat. He then reforms to face the chariots.

    Chaos Turn 3
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg

    He finishes off the chariots and reforms to face my army. The rest of his stuff moves forward some.

    Tomb Kings turn 3
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg

    I shuffle stuff around and move the carrion up for a combo charge. The casket takes a wound off the bsb and shooting kills a few warriors.

    Chaos Turn 4
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg

    He moved forward more.

    Tomb Kings turn 4
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg
    So this is where I basically should have lost the game because I didn’t read the rules for the sinister statue and we misplayed the way it works. My carrion flank charge his warriors and my necropolis knights charge his bsb and have an easy over run into his warriors of chaos. The magic phase sees me get the 5+ ward on my knights and the -1 strength and -1 toughness on his warriors. Shooting does nothing of note. My opponent asks what about the sinister statue, I remember oh yeah its shoots or something, and since we had forgotten about it I’m like well roll 2d6 instead of the normal 1d6 to makeup for last turn or whatever and it kills the carrion. Neither of us knew it was only a 50/50 chance of happening and it was only in range to get hit once. Anyways it kills the carrion off. Anyways one of the observers had told us the rules for the statue, we hadn’t looked it up and played this horribly wrong.

    My necropolis knights kill his bsb, fail to restrain and overrun into his warrior unit.

    Chaos Turn 5
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg

    The marauder flank charge the necro knights and also get in the way preventing the chaos knights from getting into that combat. His warriors and marauders kill off 3 knights and the final knight fails to would anything crumbles. At this point I looked up the rules for the statue myself as I wanted to know how this *#@& thing that cost me the game worked.

    I was ready to concede as I thought it was turn 4 and he would easily get to my war machines and bunker before the game ended. But I wanted to play it out to be sporting and not take away from his win. Then in the only bit of good the observers did this game, they pointed out it was turn 5 which meant he wouldn’t be able to get into my liche priest’s bunker nor my warmachines. The warriors reformed to face one unit of horse archers and the marauders overran a few inches.

    Tomb Kings Turn 5
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg

    Now my luck started to turn around. One unit of horse archers moved sideways in an attempt to get out of line of sight of the warriors, I where I thought it couldn’t be seen, but didn’t check properly. I think I could have gotten it out of line of side if I have tried harder or I could have moved it so he would at least have had to roll relatively high on a charge to catch them. Checking line of sight for what can see a unit if I move it where I want is something I’m going to have to pay attention to in the future. My bunker and the horse archers move to keep the statue in between them and the marauders. The statue was impassible and he couldn’t wheel around it to get by. My magic phase sees me get the casket off on his unit of chaos knights and general and he finally rolls high, killing off all the knights and dealing a wound to his lord. Shooting failed to do anything of note.

    Chaos Turn 6
    http://i1144.photobucket.com/albums/...s_of_Chaos.jpg

    Warriors charge the horse archers and the marauders move out of range of the statue. We don’t bother rolling for the combat and I just pull the horse archers off.

    Tomb Kings Turn 6
    http://i1144.photobucket.com/albums/...Tomb_Kings.jpg

    I casket his lord dealing a second would to him and then the catapult finishes off the last wound.

    The final tally was around 937 to 625. A 312 point victory to the tomb kings.

    Conclusions
    So my rolls I think were a little below average with my shooting, combat rolls and armor saves, but none of that really mattered in the end. Really the game came down to the fact that I made some lousy tactical choices and my opponent had some real weaknesses in his army list. And his list turned out to be more detrimental than my mistakes.

    There were a couple of key moments in the game where things could have turned out differently, like the chariots charging the flank of the knights. My odds of winning combat there and possibly running down that unit weren’t bad, I don’t ever think those odds were in my favor and all I was really looking for was to tie up his unit of knights for a single turn.

    The carrion all dying unexpectedly really hurt me in the combat with my necro knights. And that’s where I feel I made a huge mistake, always know all the rules is something I need to work on, or looking stuff up to make sure something is being played correctly, especially when the game is probably going to hinge on the outcome.

    The chaos knights and general dying was the last key moment of the game, but it was sort of expected. The general never had a look out sir and I was targeting him with my catapult all game. And I was almost always targeting the knights with the casket.

    The list could really benefit from some more chaff deployments, I dislike having to commit anything important until after my opponent is committed to his deployment.

    When my combat units died I really thought the game was over as I was way behind in points at the time. I also really need another unit of chaff at such low points so I can really take advantage of my opponent’s deployment. I have to say I’m not impressed with chariots really, I know mine haven’t been used effectively, but I’m still not really caring for them. The skeleton horse archers were horribly misused, but I think I might be better off with horsemen instead as they should typically help more than hurt in combat. They also give me extra deployment drops and I’m not too impressed with the strength 3 shooting. Necropolis knights really need some magic buffs to do well in combat. Their stat line and saves won’t really win them 1 on 1 combats against elite combat units. I really wish I could switch some things around with this list but that’s not really possible at the moment. Also in large point games I think tomb kings really need a second level 4 so you have a really good selection of spells to choose from and you need the lore of light buffs to make necropolis truly effective. I had multiple magic phases where I just threw lots of dice at spells as I felt like I only have a couple of useful spells to choose from so I would have to force those through.

    Anyways I’m glad I got a game in against khrone warriors of chaos as it really showed me some of the limitations that tomb kings have.

    After the game I helped my friend rewrite his khorne list to be a bit more effective and not have such glaring weaknesses, like of his characters not getting look out sir rolls and lacking useful equipment.
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

  4. #4

    Re: Tomb Kings in a map based campaign

    Cool thanks for the write up!

  5. #5
    Commander bluemage's Avatar
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    Re: Tomb Kings in a map based campaign

    Game 3

    This is going to be shorter as I don’t really feel like going into a lot of detail. And the game was one sided and probably not the most interesting.

    Tomb Kings VS Orcs

    Orc list
    Black Orc Warboss, axe of stunty bashing, heavy with 5+ ward, shield
    Black Orc Bigboss, bsb, shield, heavy armor with 4+ ward
    15 savage orcs, additional choppas, musician
    15 black orcs with full command and shields
    25 orcs with full command and shields
    Orc chariot
    6 savage orc boar boyz, bigun’s and additional choppas, don’t remember the command

    Tomb King list
    High liche priest level 4 lore of nehek
    26 skeleton archers
    3 chariots, musician, standard, banner of eternal flame
    5 skeleton horse archers
    5 skeleton horse archers
    3 carrion
    4 necropolis knights, musician, standard
    Casket of souls
    Catapult and skulls of the foe

    Anyways I’ve got a question here and I’m not sure we did this right. I won the roll to deploy first, and wanted to deploy second. Anyways didn’t see in the rules if I could do chose to deploy second, so I ended up deploying first. Which is something I dislike doing.

    Anyways I deployed my carrion and horse archers in the middle of the board. My then opponent had deployed most of his army in a spread across the board. So I just put everything else in the left corner as he had the least presence over there.

    Basically the game went with my opponent moving his army forward first turn. My first turn my necropolis knights charged and wiped out his cavalry, then reformed and left my opponent with a real problem.

    Basically if wanted to get into combat before the game ended he would have to come at me piece meal and be exposing his flank to either the chariots or the necropolis knights.

    And my opponent made the choice to move forward and I just took him off the table with flank charges and multi-charges. Then I used magic as a cudgel, as there would only be a couple of spells worth casting, I’d just throw enough dice at the spell to make sure it went off and he wouldn’t have enough dispel dice to stop it.

    Anyways I really feel that I won this game in the deployment phase. My opponent had some pretty terrible luck which exacerbated all the problems but I don’t think it really changed the outcome of the game that dramatically. Also found that having to take dangerous terrain tests on monstrous cavalry doesn’t really matter too much as on average rolls I’ll take a wound or no wounds.
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

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