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Made in us
Warning From Magnus? Not Listening!





Va

So I'm just getting into Fantasy. Played my 1st game last weekend against my friend's dwarfs and had a great time. I will be playing against another friend's tomb kings next weekend and was looking for some pointers. Below are the models I have. Any tips would be helpful.

Grimgore Ironhide (could proxy him as black orc boss or whatever)
1 goblin shaman
40 Orcs (modelled w/ extra hand weapon)
40 Savage Orcs (ditto)
50 night goblins
30 goblin archers
10 goblin spider riders
3 fanatics
1 giant
5 boar boyz
10 black orcs
1 boar chariot
1 spear chukka

He has a Tomb Kings army with tons of skeletons, a casket of souls, a necrosphinx, and the heavy calvary snake guys. Sorry, don't remember the name. Any helpful hints (especially with the models I have) would be great. Thanks!


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Made in us
Longtime Dakkanaut





Well, since no one's helping.

If you can, ONG have some decent shooting. Mostly cuz it's dirt cheap. Their war machines. Their stone throwers are perfect for masses of skeletons. Casket of souls will hurt so I would try and target it first.

If you want to be a jerk, use your shaman brain bursta on his heirophant.

Normally I would say a giant is a bit of a waste vs a big horde army. But he's got a necrosphinx. Try and get your giant on it. Your giant goes first and there's a really good chance he'll beat it, though it may take some rounds. Knowing this, he'll try and stay the hell away and throw nothing but chaff at you.

Get a flaming banner on something.

I don't know if you're going to out horde him. If you can, I would get some trolls. I'm a huge fan of them. They are immune to his KB troops, can beat the living crap out of nearly everything he has, and he isn't likely to have much flaming. They can fight the necroriders or anything else.

I would also get a lot more heroes. Pepper them all over your army to help with leadership (like from that casket of souls). You have super cheap heroes and they can make your rank and file less sucky.

I think Grimgore is too expensive for what he does. You don't need a very choppy 3 wound Lord. He's not choppy enough to justify paying 2x the cost of a geared-up Warboss. Gear up a warboss and you'll still have like 90pts left which can get you a whole other hero.

I would split up the spider riders into 2 groups and the boars into a group and basically all of their jobs is to kill the casket. It's overkill and not a very good exchange of points, but you'll take away d3 power dice from him and a really annoying attack against low LD units (your entire army).

If he has a ton of archers, throw something at them to stop them shooting. That is a good unit to get your fanatics against.


   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

Want to ruin his hobby?

If the answer is yes, and it should be, run the following:

Wurrzag.

Blorc BSB w/ Standard of Discipline

Level 2 orc w/ shrunken head.

Level 1 goblin w/ scroll.

38 Savage Orc Big 'Uns w/ AHW and full command.

35 Night Goblins w/nets +FC

Two units of 5 wolf riders.

Two wolf chariots.

Two pump Wagons.

Two Mangler Squigs.

Two Rock Lobbas.

Two Doom DIvers.

Minimal units of Gobbo archers to taste.

The savagehorde sits back, with Wurrzag dropping foot of gork on people.

The rock lobbas do their thing.

Doom Divers take out knights and stuff like that.

And the rest of the list redirects.

This message was edited 1 time. Last update was at 2013/09/07 13:38:43


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Made in us
Warning From Magnus? Not Listening!





Va

Awesome stuff here. Thanks for that. I didn't realize the Casket of Souls was quite so scary so I will make it a point to take that out. Also, Brain Bursta on his Heirophant is a great idea!

Check out my Deadzone/40k/necromunda blog here! 
   
Made in us
Longtime Dakkanaut





Well, dark has made you rewrite your whole list. But you can can certainly tailor to fighting him.

I was going to suggest manglers because they are hard to shoot, are super fast, and can bounce back and forth through units. Moreover, TK doesn't have a lot of chaff to stop them. Nearly anything they put in contact with the hope of snuffing them out, will cost as much or more as the Manglers. Though I like trolls more. And there is a valid reason to have a giant.

Wurrzag is pretty cheezy. You'll find he's banned from tourneys even that normally allow special chars.

   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

DukeRustfield wrote:
Well, dark has made you rewrite your whole list. But you can can certainly tailor to fighting him.

I was going to suggest manglers because they are hard to shoot, are super fast, and can bounce back and forth through units. Moreover, TK doesn't have a lot of chaff to stop them. Nearly anything they put in contact with the hope of snuffing them out, will cost as much or more as the Manglers. Though I like trolls more. And there is a valid reason to have a giant.

Wurrzag is pretty cheezy. You'll find he's banned from tourneys even that normally allow special chars.



The list isn't tailoring. It is one of the two best lists in the book. The other being 100 goblin archers with the poisoned banner.

Manglers are amazing. I once saw one take out three bulls, 3 ironguts, 2 mournfang, and 3 maneaters in a single turn. When playing against OnG, it is imperative that these things die.

The reason I suggested Wurrzag, is because for his points cost, he is more effective than a standard level 4.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

If he brings sepulchral stalkers, you might be in a bit of trouble: an artillery die for each of them to shoot, and it goes against your initiative, which is terrible. He can do anything from kill one of his guys (3 misfires) to nuking 30 guys (10's+all 5's to wound). Between those and a Casket against your lower leadership as well, Tomb Kings can hurt. I know it's not what you have listed, but if you can proxy, you'll do well to have 2 manglers, pump wagons, goblin chariot units, Orc chariots, Squig bombs (1 Squig hidden in a unit with 9 goblins) to charge tomb guard, and some savage boy units with regular Orc units as well. The list works fairly well, as there are too many targets, but you have to stop that casket. If it goes off, your leadership will make it a quick game.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


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Made in ca
Inspiring Icon Bearer




Canada

Beware the casket. Light of Death is an incredibly mean spell against low leadership armies like your own. Make sure to keep everything important within range of your general's IP and your BSB's reroll. What you can't keep in the bubble be sure to keep 6.5" away from everything else, to prevent Light of Death from bouncing between them (it can bounce 6" on a 3+).

The snakes are nasty and T5, but they only have 3+ saves and are affected by crumble. Get your orks fighting these guys and just drag them down with lots of attacks.

Necrosphinxes are scary at T8, and never forget that they can HKB (though only with one attack). They only have 5 attacks plus thunderstomp, so against units with high SCR they may well end up taking crumble wounds. They also have pants armour saves, so just roll lots of 6's to wound and it'll die eventually. Not to mention ranged fire.

Skeletons are basically just a delay tactic. They can hold up a single unit for a long time. HOWEVER, know that he can't use them effectively as an anvil unit because they bleed CR too bad. If he flank charges you with his snakes just direct attacks against skeletons, and watch them all evaporate due to crumble losses.

Also always be sure to try an assassination run on his hierophant if you can. TK have high LD so don't crumble AS badly as VC when they lose their hierophant, but the loss of magic is really what does it for this army. TK NEED magic to be really effective, and it will be a much bigger struggle for him without it.

Also look out for a prince in that skeleton block making them WS5. WS5 skeletons are nastier than you think.
   
Made in us
Longtime Dakkanaut





"Only 3+ saves" is a contradiction in an army that is generally low strength. Stuff like fanatics can't be maneuvered very well and he'll steer clear.

   
Made in ca
Inspiring Icon Bearer




Canada

Yeah, but know what else can't maneuver well? The entire TK army. The fastest units we have are carrion and necrosphinges, both of which can't move further than 10" a turn unless they charge (or we use magic).

It's tough to say what else to do without an army list in front of us. He'll probably bring some horse archers and/or carrion, which will try to lure those fanatics out. Carrion are a lot tougher than they look (S4, T4, 2W, 3A), but die quickly to crumble from units with SCR.

If he brings catapults those are nasty against low-LD armies because they force break tests for even a single casualty. If he brings a death mage then it's really worrisome, since D&D on your general makes the casket deadlier, the catapults deadlier, and terror on the sphinx deadlier. It's also one more thing you have to throw dispel dice at.

In the nehek lore he has vengeance which is nasty at range, lowering your movement -d3 and forcing dangerous terrain checks (nasty against big blocks). He can smite his archers for multishot (2), or throw that at his skeletons for +1A each or his snakes for +2A (1 each rider and snake). Desiccation is nasty too, for -1S/T. If he's *smart* then he'll be throwing multiple spells at you a turn on a couple dice each, rather than 4-dicing 1 spell here or there.

Oh, and REALLY look out for the casket. That thing is nasty against low-LD armies. Seriously. It'll insta-gib anything outside your general's IP range. Average damage is 10.5-LD, so against LD6 or lower that's pretty damned nasty.

   
 
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