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Made in us
Screeching Screamer of Tzeentch



San Diego

Hey guys heres my first try at a TK army at the 2250 RT level. I hope to have an all comers list so any help is apperciated

Lord
Tomb King
Chariot of Fire
Light armor
Flail of Skulls
Collar of sepesh

Lich Priest
Skeletal Steed
Staff of Ravening

Lich Priest ---hierophant
Cloak of dunes
Hieratic Jar

Lich Priest
Dispel Scroll
Dispel Scroll
Skeletal Steed

Skeletal Warriors x25
Shields/light armor/hand weapons
Standard, Musician

Skeletal Warriors x25
Shields/light armor/hand weapons
Standard, Musician

Tomb Swarm x2

Skeletal Light Horseman x6

Chariots x5
Champion
Banner of Legion

Carrion x5

Tomb Scorpion

Tomb Giant

Screaming Skull
Skulls of the foe

the king will go with the chariots and all the priests will be roamers to help cast on units. thanks in advanced for the help guys.

Cy
   
Made in au
Sickening Carrion




Hey there.

Tomb Kings are an excellent army, you are very spoiled for choice as everything is very viable.

If I may make some suggestions, there are some ways to subtly strengthen the list:
-Drop a unit of skeleton warriors, and drop the musician from the other. Take the banner of legion on the unit you do not drop
-Get the Icon of the Sacred Eye on the Chariots with King
-Get a second unit of light horse, they are crucial to surviving the many weird positions you will find yourself in when using the chariot unit - you need redirecters some times!
-Grab an archer bunker - these guys, combined with the light horse (against less shooty armies only though) will allow your mages to move up (liches are much stronger when supporting close manouvre). 12-14 strong is good, as is a champion - your hierophant or anoter lich can now sit on the flank, and if charged by a suicide character, the champion, due to the charging rules must be contacted, so can challenge. This is why the champ is better here than in the battle skelly unit...your liches will NEVER go in the front of that unit!
-With the points remaining, you can buy either 2 scorpions or a scoripion and 3 carrion - your choice.

These changes give you a lot more movement, and still retain two key units to operate around. You have dozens of combination charge possibilities, lots of flankers, lots of mage hunting, redirecting, pursuit and fear.

Hope this helps!
   
 
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