View Full Version : Tomb Kings Cavalry

05-08-2011, 20:42
Now the dust has settled a bit ....

What is the right size unit for Skeleton Horsemen and Horse Archers.
(EDIT: and what should they have for a command group)

Thanks in advance.

05-08-2011, 21:04
Horsemen - 0
Horse Archers - 5 to 10 seems to work fine for me

05-08-2011, 22:55
Two units of 5, of each of them, not many armies can stop some from tying up war machines

06-08-2011, 09:55
Skeleton Horsebows are reasonably priced , Skeleton Horsemen are still a fail unfortunately.

Von Wibble
06-08-2011, 11:28
Horse archers are OK. Horsemen are a waste of points imo.

To answer the second question I wouldn't bother with a command group. Horse archers shouldn't be in cmobats where banners matter, the champions extra attack is negligable at WS2 S3, and you are fast cavalry (ironic term considering the unit) so the need for the musician is less.

07-08-2011, 22:00
horsemen are indeed a waste.....horse archers all the way

08-08-2011, 06:12
Can anyone explain why Horsemen are so terrible relative to Archers? I see both as being throw-away disruption units; the Archer's shooting seems pretty negligible, so why aren't the slightly cheaper, slightly more durable Horsemen worth considering?

Von Wibble
08-08-2011, 12:24

- For the way we want to use our cavalry, scout is in general better than vanguard.

- The shooting attack isn't that negligable - it can still cause the odd casualty, and if you cast a powered up smiting and they are in the radius it becomes better. For me it is more important than that pip of armour save.