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![[Post New]](/s/i/i.gif) 2011/09/16 11:44:05
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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@ alex 87: I sure will continue to add content!
@ kenshin620: The impact hits are very nice. Those swordmasters lost 13 out of 23 before they swung... and then broke.
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![[Post New]](/s/i/i.gif) 2011/09/25 13:35:05
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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A sunken green glow emanated from the eye sockets of the once great King. A thick smell of embalming fluids and wrappings surrounded the tall armour clad figure. With eerie silence that green glow surveyed the swamplands at the feet of his army, he could remember the smell of such swampland, and like many memories from long ago it made a deep hatred burn in his now dry veins. The lizard people had stolen it and by the Gods was it to be his once more!. He raised his sword and as one the legion began its advance as the sun began to rise.
As they entered the swamp the roar of the lizard people was heard and the battle commenced, there was not much time to prepare the formation of the legion.
"Memories.." the King thought to himself. "I wonder if they die like they used to"
Tee hee, I like these little mini stories.
So. Mission: Dawn Attack Point value: 2000pts
Lizardmen vs TK.
His army:
Ethereal Slaan with loremaster life, extra dice, and cupped hands.
Special character skink on howda thing, with loremaster heavens and special teclis like abilities.
Skink priest lv 2 with the cube!
Skink warrior with a biting blade and a bounce back shield.
25 Spear saurus
20 skinks with FC (character in here)
15?-20 Skirmishing skinks
2 packs of 1 salamander
15 temple guard
And that is about it... so 10 levels worth of magic and 16 spells all together...
My list:
Tomb King- Sword of strife, armour of destiny, dragonbane gem, shield, Light armour
Liche Priest lv 2 Hierophant with Earthrod.
40 Skeletons HW/ Sh FC
30 Bowmen FC
3 Chariots, flaming banner
10 Light horsemen
Warcat
3 Knights
Hierotitan
Colossus with Great Bow
Catapult
Deployment and t1. We rolled off and I won, so had to roll for all my stuff first. I was rather lucky and had most of it set up in the middle and left, as well as my own choices so I clumped arround my hierophant.
His rolls were not bad either, and his army was opposite mine... he then used his special character to redeploy D3 units (to roll for them again) and got a sally pack on the my far right to fend off the fastcav. He then failed to steal the initiative... and the Tomb Kings advanced!
My thoughts... I needed to get stuck in fast... the ammount of potential magic damage that he could throw at me meant that any time wasted was dead skellies... hence I threw 6 dice at movement to get the army up fast, and get the archers in range to then spread out (turn2)... this put a wound on my hiero(due to miscast) but it was worth it, and it meant that he could not black cube my magic phase.
Lizzies: They moved up, shot a bit he rolled badly for his magic but was able to cast a comet in between my advancing army.
Turn 2 Tomb Kings:
The knights charge the skink block, and the chariots charge the skink skirmishers i take some wounds but get stuck in, the comet comes down and wounds the colossus.
He shuts down my magic phase with the cube but the chariots wipe out the skirmishing skinks on my far left. The knights took a chunk out of the sking block and the warcat charged a salamander in the center, failed to overrun far enough to help the snakes... but was now in the way of the temple guard.
Lizzies
The saurus charged the large skeleton block with the king, the slaan charged the warcat. Magic was once again uneventful as my opponent rolled a low roll, he regrew a few of the skinks. In combat the warcat lived with I think one wound left and the kings skeleton unit held up the saurus. The knights annihilated the skink block and pursued them landing into the sally that had fled from the warcat.
Turn 3 TK
The colossus charged into the saurus, the knights finish off the sally and reform to face the center. The warcat dies and the slaan faces the saurus combat (the saurus break and flee, the hierotitan runs after them, the skellies reform to face the slaan.
Lizzies... the saurus regroup and face the hierotitan. The temple guard fail to charge the skellies with the king! ANd the magic is once again... uneventful.
Turn 4 TK
The skellies with the king, the knights and the colossus charge the slaans block, and wipe them out to a man... in this combat:
Opponent threw in the towel.
Victory for the TK!
Tactical afterthought:
- My opponent spent way to many points on magic.
- The colossus with the bow is fun... he missed all game, but the potential is there, then having the thunderstomps later in the game is very useful!
- I did not miss the casket this game.
- The knights did very well on their own, i like them and against the poison they were awesome.
Cheers!
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![[Post New]](/s/i/i.gif) 2011/09/25 13:53:28
Subject: 20 Games To Perfection Tomb Kings
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Lord of the Fleet
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Lizardman special character? He might have been either overconfident or ignorant. I think almost all LM SC are overpriced. Still that was a good fight, perhaps the lizarmen could have benefited from some more CC stuff like a stegadon to smash your skelies. Or perhaps if the sallies actually had some turns to fire. Its actually amazing how you closed the gap really fast, TK arent so slow now!
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![[Post New]](/s/i/i.gif) 2011/09/25 15:39:08
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Yeah, he moved up, and I had marched... and I made all my 8-10" charges  .
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![[Post New]](/s/i/i.gif) 2011/09/30 14:01:32
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Points 2500. O&G vs TK!
Mission: Battle for the pass.
Armies (from memory so please excuse):
Black ork Warboss.
Gobbo BSB
3 Gobbo heroes with GW
Lv 4 Ork Shaman (with 5+ ward thingy)
40 Black Orks FC
40 Savage biguns w FC and double weapons
90 Night gobbos, with nets. (general and gobbo heroes here)
20 Gobbos Archers
5 Wolf riders
5 savage riders
5 boar riders
2 solo wolf chariots
And I think thats it. Here was his deployment:
My list:
King on Chariot with my Fav build by far:
Sword of Strife
Armour of Destiny
Dragonbane Gem
Lv2 with Nehek Rod
Lv 1 light with Scroll
7 Chariots, SB, Mus Swiftbanner
20 Bows
40 Skeletons
10 Light Horse
3 Knights
Warcat
Catapult
Casquet
Hiero
Colossus with Bow
And Deployment:
And the orks took the first turn!... here comes the horde.
Turn 1 Orks: The orks advanced! The boarboyz turned to face the 10 horsearchers that had scouted to the back of his army. The chariots advanced the 20 gobbo archers and the BSB made it into the building. Magic was uneventful.
Turn 1 Tomb Kings:
Shuffled a bit about. Moved the chariots forward to bring the bows to bear on the black orks and do nothing. The horse archers fire on the savage boar riders on the far left (my left) and kill one. The Colossus with a bow actually hits! yay, and wounds a chariot and then only does one wound :(. Magic sees me take a wound off the wolf riders. Shooting sees a few orks dead.
Turn 2 Orks:
Wolf riders get in the way of the warcat. The chariots move up again, everything moves up at full tilt. The 20 gobbos and bsb get out of the building and move up with the army. The boarboys at the back shuffle back keeping the horse archers at bay.
Turn 2 Tomb Kings:
The knights charge the chariot on the far right, it flees, they redirect against the savage boarboyz and kill all but one. The warcat kills the wolf riders and reforms to face the big un wild boys. The big unit of 40 skellies moves up, buffed to help them survive a charge. The chariots prepare to charge the black orks (gasp!) I kill the other chariot with shooting. The chariot that flees ends up falling into a rocky area and crashes and dies.
Turn 3 Orks:
This turn was key. The 20 man gobbo unit, rolled a double one to squabble... and picked a fight with the unit of 90 goblins with the bosses!!! this pinned both units in place. The black orks then just advanced towards the chariots, not wanting to get bogged down with the skeleton warriors. The reformed the boarboyz facing back to face forward and moved them up towards my mage bunker. Magic saw him drop a few chariots with foot and then move the large savage unit onto my flank with the hand (what an amazing spell!). In combats my knights finally finished off the savage boar riders and reformed to face the middle.
Turn 3 Tomb Kings:
I decided what the heck! and charged the king and chariot into the black orks. I was very curious about how much damage they could do. The warcat moved to get in the way of the savage orks. The horse archers moved up at full tilt now, and the knights charged the flank of the boarboyz. In magic I set boosted smiting! 5+ ward on the chariots and got enough chariot wounds back to have my back rank back  . The combined shooting of the army killed the 20 gobbo unit and the BSB included  . The knights killed the boarboyz and overran towards the other side of the table. The chariots killed about 8 black orks, my impact hits sucked and i did not roll alot of hits :( but my opponents rolling was also atrocious, so the combat balanced out... I did lose combat by 1 but still had my king and 2 chariots left.
Turn 4 Orks:
The savage orks neutered my warcat... and moved into my magebunker  . The gobbo unit failed to charge the skeletons. Magic was basically uneventful.
Combat with the king and chariots saw the king kill quite a few and one chariot be left alive with 2 wounds! But the TK won the combat (the king with +2 A sword was pivotal in killing enough to keep me in the fight.
Turn 4 Tomb Kings:
The knights got a long charge off to contact the flank of the black orks  . The skellies charged into the gobbos (that although they were in a forest... it was a fungus forest and as gobbos it made them stubborn!). The skellies did very well and killed off one gobbo hero, and did not completely die. The Collossus with bow moved up and the hierotitan moved up as well. I got off another boosted smiting  this was great. The combat with the black orks saw a lot of them die to few wounds in return (I also had a 5+ ward on the chariots). The magebunker died but most of my units were within the Kings LD bubble so no biggie.
Turn 5 Orks:
The savage orks use magic again to move to protect the flank of the gobbos. The black orks fell back. The snakes and chariots reformed. The skellies once again do well in the combat, and kill another gobbo hero.
Turn 5 Tomb Kings:
Put the hierotitan in the way of the savage orks to protect the flank of the skellies and force them to overrun down, put the chariots in a place where they could get a flank charge on them. The knights moved up to get a flank on the gobbos. The colossus moves into the back of the gobbo unit and tramples a bunch of them. And the skellies kill yet another gobbo hero!
Turn 6 Orks:
The Savage orke charge the hierotitan and kill him and overrun a grand 10 " to charge the casket... the gobbos hold but are not winning the combat.
Turn 6 Tomb Kings:
Ok, this had been a fun game, so although I could conserve the points for the chariots, I decided to play for fun and charged the 2 remaining chariots onto the flank of the savage boys (to try and snipe his Lv 4) and the king charged into the gobbo unit to end the game with an epic challenge on the warboss  The knights also charged the flank of the gobbos.
The chariots exploded (so did the casket) and the king took another wound, but took 2 off of the Black Ork Warboss, and although the gobbos lost combat they held!
We counted up the points and a down the middle draw. What a fun game! In a tournament of course, the chariots and king would have stayed put to safeguard those 700pts for the win.
Endgame:
Hope you all liked the read! Cheers.
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![[Post New]](/s/i/i.gif) 2011/09/30 20:40:55
Subject: 20 Games To Perfection Tomb Kings
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Fixture of Dakka
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Those Savage Orks seemed to pull their weight. As someone putting togther a small Ork force at the moment, I have taken note
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![[Post New]](/s/i/i.gif) 2011/10/01 02:55:42
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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The savage orks are awesome... best served as Big uns with a shaman with the talisman of 5+ ward.
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![[Post New]](/s/i/i.gif) 2011/10/02 13:17:56
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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High. I am following you, and it seems good.
I am wondering what you think about a "gun line" tomb kings?
I was thinking stalkers, archer skeletons, katapults, casket and and sceleton scouts. And chariors to charge whatever comes close to me.
What do you think?
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![[Post New]](/s/i/i.gif) 2011/10/02 16:08:50
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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@ Niiai- The long ranged all gunline style TK list is not one that I have used since the book came out. But I can break it up piece by piece and maybe say a few things about stuff that might work.
- 2 Catapults, not a bad choice when it comes to long range, basic rock thrower.
- Casket, awesome, kills other warmachines quick will give you that long ranged edge.
- Skeleton archers, I usually use 20-30 but in a gunline list at least 40 to a unit with FC. If you want a nice themed army one unit of 50 with Khalida should do the trick.
- Remember chariots have bows!... so they fit right in, and they have a great damage output (especially on the charge).
- Ushabti with Bows... long range, high strength shots that can double tap... KEY in a gunline list as they bring the biggies and things like chariots down fast.
- Colossus with Bows... hit or miss, but fun and then provide much needed support for the archers mid-late game.
Thats all I have.
Cheers!
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![[Post New]](/s/i/i.gif) 2011/10/02 23:40:53
Subject: 20 Games To Perfection Tomb Kings
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Nihilistic Necron Lord
The best State-Texas
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Keep it up Iago! I hope to see more!
I'm really curious to see how your TK would fare against the new Ogre Book.
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![[Post New]](/s/i/i.gif) 2011/10/02 23:57:21
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Ah... well my next game was against Ogres. Stay tuned  . Alas tho I did not take any pictures :( but I will!
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![[Post New]](/s/i/i.gif) 2011/10/03 09:41:42
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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Thanks! I will be playing an event this weekend. I "only" have 40 bows, and have no colosus.
I have some of the other though, I think it will be fine. My ace in the hole is that I have 2 caskets of souls! ;-) A nice benefitt, seing as I do not have to use magic dises to walk towards him. (And it is real good vs MC's, mages on fulcroms and warmachines.)
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![[Post New]](/s/i/i.gif) 2011/10/05 02:12:53
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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2 Caskets is something that I have not tried yet. And another tripple report: Games 47-8-9
Ok, so here is a 3 for 1 battle report. The LGS is now playing at 2000pts and this is the list that I have taken for the last 3 games:
Tomb King, Sword of Strife, Armour of Destiny, Dragonbane Gem
Chariot
Liche Priest Hierophant, Lv 2 with Earthing Rod
Liche Priest, Lv 1 with Lore of Light and Dispel Scroll
6 Chariots with Banner and Banner of Swiftness.
5 Horse Archers
41 Skeletons with HW and Shield Full Command
18 Skeleton Bowmen Full Command
3 Knights
Warcat
Hierotitan
Catapult
This list is a good mix of everything, the hitting power of the knights and the chariots with the king and the support of the hierotitan and the lore of light wizard to support the rest of the troops.
Game 1(47 in the series) Vs... the New Ogres. Mission was diagonal deployment. I had nothing in reserve, he had 2 units of ogres and his tyrant and one butcher he went first.
His list:
Flyrant (assorted gear)
Butcher, Hellheart
Butcher, scroll
Firebelly
8 Ogres FC
8 Ogres FC
4 Leadbelchers
2 units of 2 sabertusk wolves
2 Super Cannon
So... this mission saw me use the chariots to ram into the 4 leadbelchers that had a butcher and firebelly... I rolled 22 impact hits! thats almost perfect for a 4 wide chariot unit. This inflicted 17 wounds and because of the wrap arround... killed everyone in the unit and left the butcher with one unit, who was easily dispatched by the king. They overran into the tyrant, killed him..
My archers smited, and then killed 2 off of an ogre unit that had just arrived from reserves they failed their panic and ran. The warcat had survived death form the cannon together with the hierititan as they were busy trying to kill the knights who then bouced off of one of the cannon... all in all my opponent conceded the game when his other bull unit failed a long charge into my archer bunker and would have been counter assaulted by the hierotitan...
So first game against the new ogres. Win, although my opponent is def still trying out all the cool fun stuff. Its just a matter of time before he hones his list into a machine.
Games 2 and 3 (48 and 49): Vs my brothers high elves. Played the same list above his first list:
Archmage life with book of teclis.
Mage lv 2 with extra spell, high magic
BSB
20 phenix guard FC
Lion Chariot
38 Spears
16 archers
2 bolt throwers
10 Seaguard
This game was a dawn attack and saw all my army crammed into my right flank except for my hierphant all the way on the other side with the catapult and the warcat in the middle. My secondary caster was able to get a timewarp off on the 40 skellies who then did an 18" charge onto his lion chariot and ran it down, i love that spell. The king got dwellersed off the table but the remaining chariots hit the phoenix guard and ran them down! (I am loving those chariots) My brother then conceded the game.
Later that day he challenged me to yet another game. This time he went for this list:
Archmage (unkillable, ethereal)
Mage lv 2 with fire
BSB
30 swordmastersFC
16 archersFC
39 Spears FC
My list stayed the same. We played battle for the pass. And I knew that I had him at range and so I could out shoot him. But i ended taking the fight to him anyway. The chariots with the king hit the swordmasters... and I cast timewarp on them (wow that made a difference) the swordmasters were severely depleted! and the chariots ground them down until one chariot and the king emerged alive (the BSB had the crown of command, so he stuck around for a long time and the archmage kept of giving him wounds back  )
Anyway, the warcat ran into the 39 spears and basically wiped them out in 2 rounds of combat... so once the chariots had reformed to face their flank he threw the towel in... and another victory for the TK! Here are some pictures:
Anyway. Cheers!
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![[Post New]](/s/i/i.gif) 2011/10/05 19:10:55
Subject: 20 Games To Perfection Tomb Kings
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Nihilistic Necron Lord
The best State-Texas
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Those Chariots with the King sure seem to be worth their weight in gold.
Do you prefer that, over say a Tomb Guard Death star?
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![[Post New]](/s/i/i.gif) 2011/10/05 19:40:24
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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I got two coustions regarding the king (I am gonne try it this weekend.)
1: Is it hard to get the charge, contra otherfast flyers charging into you, robbing you of the impact hits.
2: How about changing up his equipment? I am not saying it is better, but it would be good to get a potion of speed in there?
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![[Post New]](/s/i/i.gif) 2011/10/06 13:21:05
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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@ Sasori: I have tried the Tomb Guard, and I love them. I run them as a 30 man unit with the BoUL. They have been tried and tested, but I find that they dont have the killing potential of the chariots. This is simply because of the impact hits. Those make or break a combat and go before things like high elves... and if you can get the full chariot unit into the combat for the str 5 hits its amazing.
@ Niiai: 1. I have played a few flying things, ususlly people dont like the flying creatures because they can be picked out. So my experience is limited. As for them getting the charge off, flying units have movement 10... and then the dice.. the chariots have move 9 with the banner.. and therefore have almost the same charge range. Unless they come up a flank, that is usually covered by the horse archers or the skeleton horde. If they face the chariots off you might end up getting the charge if they fail is as your threat ranges are similar.
2. I had not noticed the potion... I think I might try it. Might be good to get the king out of a tight spot.
Cheers!
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![[Post New]](/s/i/i.gif) 2011/10/06 15:15:46
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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With fencers blade you loose the shield, but you get WS 10 and you only lose one attack. It is not so bad. ;-)
(No the chariots do not become WS 10.)
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![[Post New]](/s/i/i.gif) 2011/10/06 17:46:05
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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You are correct. I do like that 3+ save on the chariot tho...  . I think I will test it out for sure.
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![[Post New]](/s/i/i.gif) 2011/10/07 13:19:56
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Ok, so here be the report from my game this tuesday.
Against Dark Elves.
Mission: Blood And Glory (we each gain +500vp's when breaking the enemy army, 6 turns)
Point Value: 2000pts
His list.
Lv4 Shadow Sorceress, with dagger.
Lv2 Death sorceress with uber crossbow, horse, scroll
BSB hero with cauldron
18 spears? FC (sacrificial bunker)
5 Dark Riders
20 corsairs frenzy banner
20 Black Guard, champ with ring of hotec.
2 Hydras. (yes thats right)
Hehe.
My list... same that I have used the last 4 games. (king and chariots, hiero, lv2, lv1, skellies, archers, catapult, warcat, necro knights)
So, we rolled off and this is how the armies ended up facing off against each other:
He won first turn and moved up. Shooting saw a few of my horse archers die. Thats about it. In my turn I moved the warcat up to face off the black guard, and used the horse archers to block them off from my chariots. The knights moved up a bit and the catapult and spells did 1 wound to the lead hydra... And a 5+ ward on the sphynx.
His turn 2 saw the black guard charge the warcat. He failed to irresistible a purple sun with 7... dice! so I was able to scroll it and save my chariots. The hudras moved up full tilt and one flamed my skelly horde for about 10-12 kills or so. The combat with the warcat saw him put a wound on it. I was able to dispel mindrazor(phew!)
My turn 2 saw the knights run into one of the hydras and wipe it out  woo! and then overrun into the other hydra right in front of my skellies to tie it up. I had moved into range of the black guard champ with the hierophant who then misscast when he rolled double ones for his spell (luckily I had rolled 3 dice and the hiero) this put a 5+ ward on the warcat again. He allowed me to get a spirit leech off with the hierotitan... he rolled a 2 with ld 9... and I was only able to roll a 4 to make one wound... so close! The chariots charged into the blackguard and the king failed to make a charge against the horse reaver fast cav... so no assassination of purple sun.. grr. I wiped out the blackguard with this combined charge.
His turn 3 saw the corsairs charge the knights... the hydra and them wiped them out (that +1 A on frenzied double weapon corsairs from the cauldron is nasty). The corsairs overranbut just fell short of the skeleton bus. The lv 2 lined up a great purple sun that hit my warcat, all 6 chariots, the last 2 horse archers and the king.. luckily I only lost 3 chariots and the horse archers. This was right after the purple sun...
My turn 3 saw me reform my warcat and chariots to face the magebunker. The large archer unit was able to wipe out the remaining reavers in a volley. The chariot bow fire took out the lv 2 mage (yay) The skeletons redirected to make the corsairs go away from the main battle.
His turn 4 saw the hydra and corsairs assault the skeletons. I dispelled any magic that was cast(especially mindrazor). The combat saw the skeletons all die, and the corsairs had to overrun towards the table edge. The hydra turned to face my mage bunker, hungry to kill hierophant.
My turn 4 saw the chariots hit the spears and wipe them all out together with the warcat, the cat overran into the cauldron (bad, bad idea) and the chariots reformed to the center. The archers moved back and the light mage stepped in front of the hydra to prevent it from marching, or charging anything but him also redirecting him so he would want to combat reform.
His turn 5, hydra charges and kills the mage, the corsairs attempt a swift reform and fail their test.
My turn 5, my hierotitan steps up to the plate and infront of the hydra. My hiero puts a ward on him.
His turn 6 sees the hydra charge the hierotitan and do a wound.
My turn 6 sees the hydra do another wound... but that would be game!
So the endgame:
So... I had broken him and had more than 300vp's more than him. So a solid win for the TK!
Tactical Corner:
- The Necro Knights have consistently shown that they can go into some tough matchups and come out on top. Only when the flanking bazzillion attack corsairs charged them did they loose the combat, I feel confident that they could have taken both hydras.
- The last 4 games I have not really used the skeleton bus. They just sit there... eventually in a tight situation they get in the way of something but they rarely do anything. I think a second unit of necroknights would do much better for almost the same cost.
- That king and chariot unit is by far awesome... I love them.
Cheers!
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![[Post New]](/s/i/i.gif) 2011/10/09 02:48:07
Subject: 20 Games To Perfection Tomb Kings
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Nihilistic Necron Lord
The best State-Texas
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Keep it up! I'm really enjoying these BatReps.
Really digging the Tomb Kings. I keep waffling between what army I plan to start in Fantasy, and you keep inspiring me for Tomb Kings.
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![[Post New]](/s/i/i.gif) 2011/10/09 14:22:54
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Im glad that you are inspired  . The Tomb Kings are an interesting army, hard to get "right" but playing so much with them has really given me some good insights as to the dynamics of the army. Also I really like the look of the army.
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![[Post New]](/s/i/i.gif) 2011/10/10 17:36:40
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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I played a tomb king fight this weekend. We had a big event.
It was apparent 1: I do not know the basics of this game. 2: I really like the tob kings.
They are very very cool, but it is important numero uno to get a charge in the side or the other players units. I just used big blocks with characters in it. I need more horse archers and fast things to deny the rank bonuses, and I really need an avil unit. I really do think 4 point skeletons blank make for a very good anvil unit because they will not runn. They will crumbel, but if you have suport for them it is really good.
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![[Post New]](/s/i/i.gif) 2011/10/10 19:03:48
Subject: 20 Games To Perfection Tomb Kings
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Nihilistic Necron Lord
The best State-Texas
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Niiai wrote:I played a tomb king fight this weekend. We had a big event.
It was apparent 1: I do not know the basics of this game. 2: I really like the tob kings.
They are very very cool, but it is important numero uno to get a charge in the side or the other players units. I just used big blocks with characters in it. I need more horse archers and fast things to deny the rank bonuses, and I really need an avil unit. I really do think 4 point skeletons blank make for a very good anvil unit because they will not runn. They will crumbel, but if you have suport for them it is really good.
I'm not a fan of the Skeleton Warrior blocks. It seems like they crumble quickly, and if you support them with another unit, they are going to take wounds because of Combat resolution as well.
Iago, what do you think of Stalkers? I haven't seen you use them yet, and was curious on your thoughts! They seem like they would be good in a group of six, but I"m not sure of course.
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![[Post New]](/s/i/i.gif) 2011/10/10 21:26:47
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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I think stalkers are amasing. It is the one thing that really works for me along with the casket. Just grab some stalkers, pop up and just gaze the chaos hell cannon/lone mage/big monster/warmachine/mage in fulcrum.
It is the best EBTS unit i think, because it shoots the turn it turns up and your oponent have to deal with it!
I agree that skeletons crumble fast. They rarly do anything themself. But look at it this way: With only 5 wide and shield there are only so many he can kill. Say he kills 7, and another 7 crumble you only loose 56 points, but your oponent is now locked in close combat. Unlike a lott of different units they will be standing there for some time. Grab enough of them and it is easy to get flank charges in. With the skeletons brining up the ranks you will get a big combat resolution while he will get a very hard leadership save. It can work quite well as an anoying anvil unit. 160 points give you 40 skeletons in a 8 seat buss.
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This message was edited 1 time. Last update was at 2011/10/10 21:31:49
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![[Post New]](/s/i/i.gif) 2011/10/11 04:00:31
Subject: 20 Games To Perfection Tomb Kings
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Nihilistic Necron Lord
The best State-Texas
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Iago,
I'm also wondering what you consider are your Toughest match ups? What Armies/units do you dread seeing across the Table?
I'm just curious to know.
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![[Post New]](/s/i/i.gif) 2011/10/11 12:09:05
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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@Sasori: I have not used the stalkers, generally do not like any of the EBTS units. They may never show up. I would much prefer more chariots or knights.
As for my toughest matchups... I would say its not the "toughest" just match ups that I have not had much practice against... Deamons, Dark Elves, Warriors of Chaos, Lizzies probably in that order (orks), probably in that order and if the army is a nasty premade "net" list.
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![[Post New]](/s/i/i.gif) 2011/10/11 12:26:04
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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How do you think the chariots performs with regards to terrain? I alwasy find that at least mine have to take very many dangerus terain tests.
Also, what is your anvil unit? Is it the warcat?
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![[Post New]](/s/i/i.gif) 2011/10/11 13:23:40
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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@ Niiai: I do not mind rolling for the terrain for the chariots... any that die usually come back in the ensuing magic phase.
As for anvil units, I use the warcat as an anvil with anything s6 or lower :p. The skeletons are a speedbump, that will die, but stay for a few rounds and are cheap. The chariots are a fantastic hammer tho, that I have just been testing what they can smash into and win. Its a learning process. Automatically Appended Next Post: Mission: Blood and Glory
Opponent: Bretonnians
Army list Brets
Point Value 2500pts
Special Character- lv 4 lady on unicorn - lore of life.
Paladin BSB banner of lady
Paladin, horse, heroic killing blow
Damsel with chalice lv 2 life
Damsel with lv 2 beasts on horse
15 Realmbus
12 Grailbus
12 Errantbus
30 Archers
Treb
So a very in your face list.
My list, of course because we are playing 2500pts I have the place to add all the cool toys that I usually don't take.
King on Chariot, Sword of Strife, Potion of Speed, Armour of Destiny and Dragonbane Gem
Lv 2 Hirero with Earthing Rod
Lv 1 dispel lore of light
Necrotech with Silver Steel.
6 Chariots
40 Skeletons
20 Bow
13 Bow
5 Horse archers
3 Carrion
3 Necro knights
1 Warsphynx
2 Catapults
Hierotitan
Casket
We deployed and this is what the table looked like, after the first turn but the start of my second turn. The horsearchers had march blocked the errant block the catapults had done a number on the longbowmen (who had done 2 wounds on the hierotitan) I scrolled a dwellers on the chariots (phew!).
So, my turn 2.
I charge the chariots into the grail knights in the middle. The horse archers, charge the archers who elect to flee... but run 5 inches. I roll high enough to run them all down and make it into the treb. The knights get within max distance of the errant knights to make them take an impetuous test. The chariots kill a few grailknights. The king is stuck in challenges... one grailknight at a time.
In his turn 2 he turns the huge bus to face the chariots. The treb holds on snake eyes. He regrows 3 grainknights.. ugg. The errant knights fail their test and failcharge 3 inches.
So my turn 3 the carrion get in the way and redirect the realmbus. The chariots do well against the grailknights and wipe them out. I killing blowed the super damsel (she failed her ward) and the unicorn flees. I reform the chariots so that they don't get charged by the realmbus.
His turn 3 sees the reambus charge the carrion and overrun out of the arc of the chariots. The treb finally dies, and the unicorn regroups.
My turn 4 sees the warcat charge the flank of the realmbus and kills quite a few. The chariots reform to face back, the 5 horse archers charge the unicorn... who choses to flee and subsequently rolls low... and gets run down by the horse archers who rolled 11, moving all the way up and reforming to face the back of the errantknights. The knights failcharge against the errants, who take a catapult and archers... and break.
His turn 4 sees the errant reform. And the mage with them miscast and explode, killing the rest of the errants and herself  .
My turn 5 the chariots charge the realm and annihilate the remainder of the unit.
My opponent threw in the towel.
Victory for the Tomb Kings!
Tactical Corner:
- I have been having a lot of fun running the chariots into a variety of units and seeing what they can take head on. Lets add grailknights to the mix.
- There are some kinks in this list, my dream list would have 2 warcats and 2 units of 3 knights with chariots as hammers.
- The horsearchers this game were amazing, raking up about 400vps by themselves! Never underestimate the power of 70 points worth of scouting fastcav.
Cheers!
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This message was edited 1 time. Last update was at 2011/10/11 15:13:49
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![[Post New]](/s/i/i.gif) 2011/10/11 18:15:10
Subject: 20 Games To Perfection Tomb Kings
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Liche Priest Hierophant
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I am a more of a plug and play person. Meaning I do not know tactics so well. I have learned to never charge chariots into huge buss blocks from the front. They winn but then they are steadfast. :-P
I have been thinking of eather getting the chariots in the flank or B: Use entombed beneath the sand of carrior/necro sphinx to sett up flank charges so that I can get the chariots into the fray. Also, I am getting a huge respect for horse archers as they are very good speedbumbs since they can move 8, and reposition themselves in a bad and horible way. (Although carrion birds only cost 2 more and they have I3, perhaps they are better?)
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![[Post New]](/s/i/i.gif) 2011/10/12 14:20:27
Subject: 20 Games To Perfection Tomb Kings
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Twisted Trueborn with Blaster
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Getting a large chariot unit in a flank can be hard sometimes, but it is def worth it. Although even on a flank, the enemy does not loose steadfast if they have more ranks... I have been finding that you have to hit then hard when you charge... then hold for one combat turn, then finish it off with buffs your next combat phase. Make sure you block the enemy from supporting the unit that is getting bashed by the chariots.
Cheers!
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