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![[Post New]](/s/i/i.gif) 2012/04/09 16:54:48
Subject: Completely new to warhammer: 1000pts Tomb King
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Apprehensive Inquisitorial Apprentice
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As the title says completely new to warhammer this is the list for my first game. Its based around the battleforce with a few extra models (my complete collection so far!) All C&C MUCH appreciated!!
Lord:
Tomb King w/ enchanted shield, armour of fortune, nimble blade and dragoncurse stone 230
Hero:
Level 2 Liche Priest w/ earthing rod, armour of the lucky adventurer and Lore of Nehekhara 150
Core:
20 skeleton warriors w/ musician, standard bearer and light armour 120
15 skeleton archers w/ musician and light armour 110
10 skeleton archers w/ musician and light armour 80
3 skeleton chariots w/ standard bearer and banner of the eternal flame 185
8 skeleton horse archers w/ musician 122
Comes to 997
Not even sure how it will do or if its a good size etc. The "plan" is tomb king with skeletons in the centre. Archers to the rear (on a hill?) and the priest with the larger group. Chariots on one flank with impact and flaming attacks (overkill?) and the horse archers harrassing and/or closing down war machines. I think that all adds up right and I have adhered to all the rules (percentages to each section and correct points of item allocation)
Let me know what you think!
Automatically Appended Next Post: Just been told about a magical interference rule? Meaning my liche priest cant have the magic armour so i'll give him seeds of rebirth or ruby ring of destruction.
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This message was edited 3 times. Last update was at 2012/04/09 17:05:10
"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2012/04/09 20:07:05
Subject: Completely new to warhammer: 1000pts Tomb King
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Stealthy Grot Snipa
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Combine your archers for a proper bunker for the priest,
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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![[Post New]](/s/i/i.gif) 2012/04/09 22:56:54
Subject: Re:Completely new to warhammer: 1000pts Tomb King
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Paingiver
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Looks good, I think the TK might be overkill. If I can I would recommend you pick up a warsphinx as they are a great unit and the box contains a tomb prince/king and bitz for swarms as well. For 1k I would probably shoot for something like this based on the battalion/warsphinx kit and I am guessing an extra TK, Priest and Box of Warriors based on what you have mentioned.
HLP -Dispel Scroll -level 4 235
3 Chariots -Musician -Standard -Banner of Eternal Flame 195
20 Archers -Musician 130
20 Skeleton warriors w/ musician, standard bearer and light armour 120
5 Horse Archers -Musician 80
Warsphinx -Fiery Roar 230
You could also tweak the list, the archers are pretty much a bunker for the mage you could lose a few and boost the warrior block or ditch the warrior block and run 2 archer units around 18 strong. Throw the sphinx at that biggest block the enemy has, with it's T8 it should hold up well against anything S6 and below. Use the Horse Archer for redirecting, google it or do a search on youtube and you should get some examples on how to do it, it basically allows you to redirect a unit or delay a unit until you can deal with it, divide and conquer. Warriors are pretty much a tarpit, but at 20 strong they won't hold up long, they will lose and they will crumble but they will never run and can be healed. Chariots can provide impact hits, let you deal with ethereal and regen, but will go down if you think you can just charge a large block of something, small elite units that can possibly be taken down with the 3d6 impact hits are what you are looking for. Do not get your warriors into a combined combat with the Sphinx and Chariots, they will lose and you will lose those expensive units to instability.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2012/04/10 01:15:59
Subject: Re:Completely new to warhammer: 1000pts Tomb King
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Omnipotent Lord of Change
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Hargus56 wrote:HLP -Dispel Scroll -level 4 235 3 Chariots -Musician -Standard -Banner of Eternal Flame 195 20 Archers -Musician 130 20 Skeleton warriors w/ musician, standard bearer and light armour 120 5 Horse Archers -Musician 80 Warsphinx -Fiery Roar 230
I like this take on the list, the warsphinx should be great fun and give you a hard unit to ram into the enemy, as well as provide a fun model to center the army around. Those 20 warriors as noted really need to have more bodies or find some bows ... for variety's sake I'd see if you can pack in another 10+? If you drop the extra level on the LHP and drop the light armor on the warriors you can get to 30+ with shields (basically depending on the parry to keep them around, though I'm not against 5+ armor on them if you've got the points later). I'd also suggest switching to the earthing rod on the LHP, he's waaaay too important to lose to a bad miscast! EDIT With the models that you've listed, Talon, the main issue is how few warriors you have (also that your king has two armors and your priest has armor at all). if you can get a hold of them, building some more warriors will give you a better chance at having them matter, though as noted they really aren't too spectacular. I would suggest combining your archers or getting some more to make each unit bigger (and dropping light armor!), and think about turning your king into a prince and your priest into a high priest. And at some point you will want to grab a casket, they are LEGIT Here's my shot using most all of your models: Liche High Priest - earthing rod = 200 Tomb Prince - trickster's helm, great weapon, shield = 156 3 Chariots - eternal flame, standard, musician = 195 39 Warriors - standard, musician, light armor = 215 24 Archers - musician = 154 5 Horse Archers - musician = 80 ------- 1000 (The shield on the prince is basically useless - it only works against shooting - but it sounds like you have a model with a shield? And it keeps your points even  ) But yea, find more warriors! - Salvage
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This message was edited 6 times. Last update was at 2012/04/10 01:48:46
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![[Post New]](/s/i/i.gif) 2012/04/10 10:42:23
Subject: Completely new to warhammer: 1000pts Tomb King
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Apprehensive Inquisitorial Apprentice
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Wow lots of help there thanks guys!  Taken a lot of it on board and I plan to get more models soon! I just wanted to play a game asap! Is it better just to ditch light/magic armour then? I have to admit as a warhammer 40k convert I like all the armour saves I can get although this may not be as important in warhammer? Also skeletons BS scares me a bit but then does that work differently too? Finally is it worth a BSB in a small game?
Anyhow heres my new list with the models I hope to get:
Level 3 LHP w/ earthing rod, ruby ring and dragonbane gem 205
3 Chariots - standard, eternal flame, musician(?) 195
30 warriors - standard, musician 140
19 archers - musician = 124
Warsphinx - roar = 230
5 Horse Archers - musician = 80
999
Stil dont really know what Im doing :L
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"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2012/04/10 15:20:38
Subject: Re:Completely new to warhammer: 1000pts Tomb King
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Omnipotent Lord of Change
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Is it better just to ditch light/magic armour then?
On the skeletons, I'd say more bodies at this points level is more important. But 5+ armor is much better than 6+ armor (because so many things are S4 in the game), so it's not a bad idea if/when you've got the points. I feel like if you ask TK players you'll get mixed responses about light armor or not on skeletons. As far as magic armor goes, it's certainly a good idea ... but on those characters who can take it (not wizards) and who intend to see combat. TK however have so little mundane armor that you're better off getting ward saves (talismans usually) or tricky pieces of armor (trickster's shard on T5 characters is nifty), as you can't stack armor + ward too well.
Also skeletons BS scares me a bit but then does that work differently too?
You talking about archers? Remember that they have a special rule that they never count any modifiers, so will always hit on 5+. This is good in general and extremely powerful in certain instances - shooting at waywatchers in a building is something like -4 or -5 to hit, but your archers will still hit on 5+
Finally is it worth a BSB in a small game?
Most armies won't have points @ 1000, but by 1500+ I'd say every army should have a BSB. Every army, that is, that isn't undead  Some TK players never take a BSB at any points, but I feel like once you pass 2000 a herald BSB becomes a decent idea, to keep your monstrous support in the game a bit longer if nothing else.
Your list looks fine, though you forgot to include the points for the ruby ring in the LHP's cost (but you included in army total). Personally I would like to see even more skeletons in that skeleton block, especially with no prince to make them WS5. Something like this:
Liche High Priest - earthing rod = 200
3 Chariots - eternal flame, standard, musician = 195
36 Warriors - standard, musician = 164
20 Archers - musician = 130
5 Horse Archers - musician = 80
Warsphinx - roar = 230
-------
999
Hypothetically the skeletons go 6-wide, in case you get the KB spell or +1A or something that might make them hit something? Or just go 5-wide and enjoy one more rank of powdered bone.
- Salvage
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![[Post New]](/s/i/i.gif) 2012/04/10 16:10:44
Subject: Completely new to warhammer: 1000pts Tomb King
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Regular Dakkanaut
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Not to bash the previous post their tactics and experience are valuable. Just thought I would add my 10 cents!
I used to loose to the same opponent every week (I suck I know) and he would always take a 1000 point Tomb King army. some times he would take large blocks of troops and the games were always close but the most success he had was with small units of archers, roughly 20 bodies and a couple of priests. With the 5+ to hit and the extra rounds of shooting during the magic phase he would keep out of charge range and slim my units down, if I got to close he would then set the battle cat or his chariots on me. I tried lots of ways to stop this but it was always a reliable tactic. At 1000 points a Tomb King gun line is more effective then empire or dwarfs if executed well.
PS: Nothing is more annoying then thinking you have whittled a unit of 20 archers down to 2 or 3 models in one round only to see most of them come back in the following magic phase, Dam Tomb Kings and their reliable magic
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This message was edited 1 time. Last update was at 2012/04/10 16:14:47
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![[Post New]](/s/i/i.gif) 2012/04/10 23:47:31
Subject: Completely new to warhammer: 1000pts Tomb King
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Apprehensive Inquisitorial Apprentice
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I'll go with that list as you are the more experienced salvage!
I did consider doing that Pob! Do you have any idea what that list looked like?
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"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2012/04/11 11:46:54
Subject: Completely new to warhammer: 1000pts Tomb King
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Liche Priest Hierophant
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Pob82, that is sound advice but in larger games 20 archers is not all that utch. I one lost 60 skeletons when I recieved a charge, and they had a king with them.
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![[Post New]](/s/i/i.gif) 2012/04/11 20:05:06
Subject: Completely new to warhammer: 1000pts Tomb King
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Regular Dakkanaut
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Cant fully remember his list but is was a little like:
Tomb Prince on Chariot
Liche priest (lvl 2)
4 Chariots (music)
3x16 Archers
Warsphinx OR (Casket & Catapult)
Might sound like a small force (and it is) but chasing down small units that can move twice in one turn can be tricky if done well and since you will always hit on a 5+ moving is not a big deal.
On the other hand I had a daemon army with 1 big unit of letters, flamers and 2 HoTz which blew themselves up almost every game. so my ability to shoot back was limited.
The tactics will change depending on your opponent and you should try as many different lists as possible to see which you like.
Niiai you should share how you got 60 skeletons mauled so badly, sounds like you share my luck with the old 6 sided devils.
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![[Post New]](/s/i/i.gif) 2012/04/11 21:13:41
Subject: Completely new to warhammer: 1000pts Tomb King
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Inspiring Icon Bearer
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My 1 k List is as follows
lvl 2 Priest Earthing rod(I never want to blow my self up)
20 Archers SB, MUSO
19 Archers SB, MUSO
3 Chariots SB
3 Neco Knights
Casket
Skullapult
This list I went 4-2-1 with at an escalation league and a local tourney, I lost my first two games because I did dumb Stuff. The idea is a counter Gunline, let them come and two fighty units strike.
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3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012
href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
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