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Made in us
Dakka Veteran




Hi All

I'm an old Tomb Kings player and I'm working on starting KoW since I haven't really been a fan of Age of Sigmar. I gave it a go, but it's just not for me.
I'm still new to the game and I'm looking for advice on how to improve my current army. Any tips would be appreciated!

2000 Points
Zombie Legion with Quicksilver Rapier and Giant Rats- 210

Wight Horde- 235

Werewolf Horde with Fire Oil- 255

Skeleton Spearman Horde with Giant Rats- 185

Soul Reaver Cavalry Regiment- 300

Skeleton Archer Troop- 75

Skeleton Archer Troop- 75

Skeleton Archer Troop- 75

Balefire Catapult - 100

Cursed Pharaoh- 145

Undead Army Standard Bearer- 50

Necromancer with Heal and Banechat- 100

Necromancer with Heal and Banechat- 100

Necromancer with Heal and Banechat- 100

The idea is to place the wights in the center of the army, spearmen on the left or right of the wights (depending on where enemy cavalry is, they will dark surge and try to engage them right away) zombie legion on the other side looking for any heroes on monsters or such. Further out, the werewolves will be on 1 flank supporting the spearmen while the soul reavers are on the other flank supporting the zombies. The pharoah and standard bearer sit behind this front line on opposite sides to provide the rerolls for preventing routs, while the necromancers are line up more in the center providing banechants for the archers for the first turn or so, then switch to healing duty when combat begins. The catapult and archers try to soften up targets while taking up space in the rear of the army to try to prevent any flyers from getting rear chargers on the main force.
   
Made in us
Posts with Authority






If you have a lot of Tomb Kings than I highly recommend looking at the Uncharted Empires expansion for Kings of War - they have added a faction called The Empire of Dust, pretty much designed to keep Tomb King players happy.

The downside... I don't have much by way of Tomb Kings, and I really like The Empire of Dust. (I have statted out three armies for the list - The Sun in Morning, The Sun at Height, and The Sun at Twilight - what can I say, I find Akhenaten amusing.... The Sun Himself....) *EDIT* No, the Sun at Twilight does not have any sparkling mummies....

Lots of Surge, and some danged good cavalry to go with it - chariots, light cavalry, and worm riders (Serpent Surfers is how I think of them).

EasyArmy.com and BattleScribe both have the crunchy part of the list, and the book has the fluffy part.

The list has me looking forward to seeing what the Ophidian is like.

The Auld Grump - started working on the models for the list - my Scorpion Hust is a giant scarab, pushing a giant golden orb backwards.)

This message was edited 1 time. Last update was at 2016/03/26 23:12:53


Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in at
Tail-spinning Tomb Blade Pilot





Two things Id immediately point out: Youre a bit low on inspiring (just two sources... 1 per 500 is usually the goal, though Id probably go for 3 here), and just one catapult. Since theyve got a 66% chance of doing nothing in a given turn, its usually a good idea to have multiples of them as well. Or you could drop it for another two standard bearers.

Also, just in case: You could also use the Empire of Dust list from uncharted Empires, which might give you a closer fit to what you have... Up to you though, both lists work.
   
Made in us
Posts with Authority






Agreed on the Inspiring - I run with one source per three units, usually.

The Auld Grump - more about what can fit in the Inspirational Zone than how many points....

*EDIT* Uncharted Empires has all sorts of goodness... it has me wanting to play armies that just plain didn't interest me in Warhammer.... (The Brotherhood.... I just plain like them more than the Brettonians....)

This message was edited 1 time. Last update was at 2016/03/26 23:22:46


Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I'm really interested to see how effective using Surge is - I've got a Greater Obsidian Golem in my list that needs it (soooo slow otherwise!) but it seems like a bit of a bummer to occupy a character Surging him for much of the game. The shenanigans of being able to charge in the shooting phase are probably worth it, though
   
Made in us
Posts with Authority






 RiTides wrote:
I'm really interested to see how effective using Surge is - I've got a Greater Obsidian Golem in my list that needs it (soooo slow otherwise!) but it seems like a bit of a bummer to occupy a character Surging him for much of the game. The shenanigans of being able to charge in the shooting phase are probably worth it, though
Time it right and you can shoot in the shooting phase, then charge in the shooting phase too...

Something like a Greater Obsidian Golem can also be used as a threat, and give you a bit of board control into the bargain - and surge greatly increases that threat radius. Surge it early, to get into a good position - spend a turn holding a smaller area, then when the priest gets into range again, that area grows quite a bit - good for those missions where you need to hold objectives and locations.

Had some fun trying out some Earth Elementals that way in my dwarf army - one Greater Earth Elemental, surged forward, the priest wandering after, then casting Surge again to bring the unit of lesser Earth Elementals into position, putting both types in position, with the priest where he could Surge either unit at need.

Kings of War can take on certain chess like qualities when you start thinking in terms of area threatened....

The Auld Grump

*EDIT* Back on the original topic....

Empire of Dust is all about the Surge - with unit upgrades that increase the effective radius by half again or more. I like having a source of Surge for every three units - with enough overlap that most of those units are within range for at least two of those sources. (You CAN surge the same unit twice, but it is more so that two units can be hit by Surge at the the same time. Some very nice flanking possibilities open up.)

And a unit of Revenant chariots hitting in the flank... is just plain good clean fun. (You can even fire off the bows before hitting the Surge button... it won't do much, but....)

This message was edited 1 time. Last update was at 2016/03/29 15:20:45


Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
 
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