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Made in ca
Fresh-Faced New User




Hello everybody, this will be my first ever Warhammer army and I'm wondering how you guys think it will play out. Please, be brutal, but constructive. After some thought I decided I would use Light magic to back up my Necropolis Knights. Anyone have some ideas on what to do with the extra 6 points, if anything.

Lords= 235
Liche High Priest (Hierophant) - level 4 (Lore of Nehekhara), Earthing Rod = 235

Heroes= 255
Liche Priest - Level 2 (Lore of Light) = 105
Tomb Prince (General) Armour of Destiny, Great Weapon= 154

Core = 630

29 Skeleton Warriors- Full Command= 146
20 Skeleton Archers- BSB, Musician = 142 (bunker for High priest)
20 Skeleton Archers- BSB= 132 (bunker for priest)
4 Chariots- Standard of the Eternal Flame- 230

Special =630
6 Necropolis Knights- Battle Standard Bearer = 400
Khemrian Warsphinx – Fiery Roar = 230

Rare = 225
Screaming Skull Catapult= 90
Casket of Souls= 135
Total= 1994



Arutus

This message was edited 3 times. Last update was at 2012/07/16 23:01:24


 
   
Made in gb
Noble Knight of the Realm




Leeds, UK

Arutus wrote:Hello everybody, this will be my first ever Warhammer army and I'm wondering how you guys think it will play out. Please, be brutal, but constructive. After some thought I decided I would use Light magic to back up my Necropolis Knights. Anyone have some ideas on what to do with the extra 6 points, if anything.


I'll take a crack at this, are you planning on taking this to tourneys or is this a "friendly" list? I am assuming that this is for Friendly games so will not be making many drastic suggestions, although if you want Comp then let me know and I'll amend the feedback

Liche High Priest (Hierophant) - level 4 (Lore of Nehekhara), Earthing Rod = 235


Not really much I can say about this guy apart from the 6 points? Dragonbane Gem, 2+ Ward versus flaming attacks (and this guy is flamable so you want that ward ideally)

Liche Priest - Level 2 (Lore of Light) = 105


Light Gels well with this type of TK list, I'd like to see a defensive item on this guy either Dispel Scroll or Kanopi but finding the points for it is a little tough

Tomb Prince (General) Armour of Destiny, Great Weapon= 154


Mmmm good, Instead of Armour of Destiny how about Dragonhelm (2++ versus fire again since he flamable) since his High Toughness and the fact that the Champ should be accepting challenges with his armour and the +1 AS with the Helm is typically enough to give him some survivorbility, which would give you points for a defensive item on the above with 15 points for something like the 4++ against first wound suffered? Although I'd like to see how you plan this army to operate on the field first.

29 Skeleton Warriors- Full Command= 146


I take it your TP is going in this unit to take advantage of the MWBD, if so this is probably the only time that I would recommend taking a champ as he can accept challenges and then with the Lore of Nehekhara attribute you can raise him back, and back, and back, also this makes the Skittles actually worth something, just remember to keep your tomb prince safe accept challenges with the champ

20 Skeleton Archers- BSB, Musician = 142 (bunker for High priest)


Fine, although point of note for Units its typically referred to as a Standard Bearer (Std for short) as the BSB is something differnet entirely, just a little niggle to avoid confusion.

20 Skeleton Archers- BSB= 132 (bunker for priest)


Same as above

4 Chariots- Standard of the Eternal Flame- 230


It looks like you haven't purchased the Std for this unit (although I don't have my book infront of me, in which case the unit would be 240 Points for 4 Chariots, Std and BoEF or 250 for Mus, Std, BoEf. Its a good monster hunting unit and also can make a mess of High Elfs thanks to impact hits (just make sure you make that charge)

6 Necropolis Knights- Battle Standard Bearer = 400


I think that 6 is too large IMO, 4 is probably the best size for this unit with a Champion and a Musician so that you have more attacks (you lose attacks in 2nd rank and 6 wide becomes clumbsy when moving due to terrain) do you have EbTS on this unit? It maybe something that you might want to consider, however there is the chance that you could lose this unit before it reaches the table so unless you like a gamble I would stay away...for a bit

Khemrian Warsphinx – Fiery Roar = 230


Pure Gold, although some may disagree with me here I find that this is more of a tarpit then an actual damage dealer

Screaming Skull Catapult= 90


Good, I would like to see two in your list however, if you drop the Necropolis Knights down to 4 (with champ and Mus) then IIRC you should have enough points for a 2nd as your list is essentially quite.... defensive, you will need something else to draw your enemy to you before hitting them with the Counter Attacking units/Tarpits

Casket of Souls= 135


Again a perfect addition to (almost) any Tomb king army, use this to take out Skirmishers, Chaff and Warmachines and Chaos Knights

Hope that helps you or at least gives you some idea's of what type of army you want

Army Win Ratio 2012
OnG 11-2-3
Brets 16-3-3
Dwarfs 2-2-1
Ogres 1-3-3
 
   
Made in ca
Fresh-Faced New User




Thanks for the reply Malleus, I had posted this list on another site before I did on Dakka just to get some more feedback, and so I changed my list to this:

Lords= 235
Liche High Priest (Hierophant) - level 4 (Lore of Nehekhara), Earthing Rod = 235

Heroes= 284
Liche Priest - Level 2 (Lore of Light), Dispel Scroll = 130
Tomb Prince (General) Armour of Destiny, Great Weapon= 154

Core = 766

44 Skeleton Warriors- Champion= 198
20 Skeleton Archers= 120
20 Skeleton Archers= 120
20 Skeleton Archers= 120
4 Chariots= 220

Special =400
6 Necropolis Knights- Standard= 400


Rare = 315
Screaming Skull Catapult= 90
Screaming Skull Catapult= 90
Casket of Souls= 135
Total= 2000

Could someone suggest some tactics for using this army? I was thinking that I would meet them halfway with my block of Skletons, while my archers will punish the advancing enemies, while my SSCs shoots down the war machines. My Light Priest will back up my Warriors. Also, what should I use my High Priest for? The same thing as the Light priest? My chariots, can someone suggest the best way to use those? I know that impact hits are really important, but could someone suggest the kind of units they go after? And finally, my NecroKnights. Do I use them agaisnt blocks of elites, or whatever else? Please remember this is my very first Warhammer army ever.

And Malleus, this is mostly for friendly games. Once I get the hang of the game, I might enter a tourney a two, but nothing serious.

Arutus

This message was edited 2 times. Last update was at 2012/07/18 15:42:35


 
   
Made in gb
Noble Knight of the Realm




Leeds, UK

Looks good, General tactics will be sit back and shoot, keep your chariots and Knights out of LOS then charge the whittled down units.

High Priest, you ideally want to roll a few spells in particular (smiting will be your number 1 spell) play around with your magic phase, go into the phase with a plan in mind.....e.g. Do you want to start with the big spell and hope to bring out the Dispel Scroll/Dice to sneak in a couple of smaller buffs or vice versa?

Light Priest, I'd use to start the magic phase off, using the signiture spell to try and take down some chaff.

Chariots - Keep them back and charge them into the flank of the unit that is fighting your warriors. Failing that small(ish) units of similar point value troops

Necroknights are you elites killers, poison and killing blow will make a mess of elite troops (beware of cavalry, MI and MC)

No worries, you have all the blocks here for a tourney worthy army with a bit of tweaking so its good for the future




Army Win Ratio 2012
OnG 11-2-3
Brets 16-3-3
Dwarfs 2-2-1
Ogres 1-3-3
 
   
Made in us
Thinking of Joining a Davinite Loge




Your warrior unit will be your anvil. You will want to keep your Prince and L2 Priest in the unit. This will give your unit MWBD and Regen 6+. This unit will need to accept the charge from your enemies. You will want to support it with the chariots and knights in your army as well so keep them close but not too close. The light spell caster will buff his unit to let his unit have some teeth and actually hit the enemy. You will also need to keep your Hiero nearby so he can ressurect fallen warriors in this unit and buff it so they can blunt the enemy here. Your hammer units will be the chariot and knights will hit units trying to get a flank on this unit or will get the flank on the unit that charges them. Concentrate your fire from the archers and catapults on the biggest threat in their army. Use the casket to pick away skirmishers or other units with a low Ld as you want them to suffer casualties and let the spell bounce to another unit nearby. Start at one edge of a large formation of units. You want to hit things that you will be able to kill with it (light cavalry, slaves, etc.) something that you can hope they will need to test for panic as you can take the entire formation off the table and bounce the spell to another unit nearby.

Words of wisdom, stay in a formation so every unit can support each other and let the enemy come to you. You will only be outshot if you're playing Dwarves or Wood Elves. Some elf lists will give you trouble but if you stay in a formation and don't over extend your forces, you will be a tough nut to crack.

[/sarcasm] 
   
 
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