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Map = 6. Fortified Manor
First Turn = timk1111
Slann Itzakai 590 Points
Sacred Plaque of Tepok
Divine Plaque of Protection
Sun Standard of Chotec
Lore of Shadow - Steed of Shadows, Shades of Death
Lore of Light - Burning Gaze, Healing Energy, Guardian Light
Skink Priest Munzdalo 100 Points
Diadem of Power
Lore of Heavens - Celestial Shield
15 Saurus 204
15 Saurus 204
Javelins and Shields
Javs and Shields
Javs and Shields
20 Saurus 284
Champion, Banner Spawn of Tlatzcotl (Slann goes in here)
Points - 2250
DD - 5 (maybe 2 more from diadem)
PD - 7 (maybe 2 more from diadem, plus free PD for every spell)
Diadem of Power – Can store up to 2 dice from current magic phase to use in next magic phase
Plaque of Devine Protection – 2+ Ward vs shooting
Plaque of Tepok – The Slaan knows 1 extra spell
Sun Standard of Chotec – All shooting at the unit is at -1 to hit
Spawning of Tlatzcotl – Immune to Psychology
Tomb Kings BONE FURY!!!!!!!
L - Liche High Preist
Cloak of the Dunes, Heiratic Jar
H - Tomb Prince
Great weapon, Collar of shappesh
H - Liche preist
Skeletel Steed, Staff of ravening
H - Liche Preist
C - 20x Skeleton Bowmen
bows, standard, musician
C - 20x Skeleton Warriors
HW, Light armour, Shield, Stanard, Musician
C - 8x Light Horsemen
C - 3x Swarms
S - 20x Tomb Guard
S - 4x Chariots
Standard, Banner of the Undying Legion
S - Tomb Scorpion
S - 5x Carrion
R - Screaming Skull Catapault
Skulls of the Foe
R - Screaming Skull Catapault
Skulls of the Foe
TOTAL - 2244
Collar of Shapesh:- Transfer a wound on a roll of 4+ to a model within 4”
Hieratic Jar – Cast 1 extra spell for one turn
Staff of Ravening – Bound level 4, range 18”, 3D6 Str 2 hits
Banner of the Undying Legion – Bound lvl 3. Casts summoning spell on unit.
Last edited by Spector; March 3rd, 2008 at 19:07.
Right, here we go.
Nothing will bury, to start off.
First turn is yet again, valuable. Cold Blooded may well see the Lizzies stand firm, but that wont stop me from just plain killing things.
Seems Ive got a nice hill to anchor on. Bows go here, flanked by both SSC. In front line up the Tomb Guard, and HTH Skeles. Everything else should go to the right somewhere. If he advances toward the artilery, he'll be flanked by Chariots, If he goe's away from them, the TG and Skels can now flank.
Skinks will be wasy targets for the Bowmen. Saurus soft targets for the SSC.
BEst chance I have against Krox, is the throw the HTH combat skels in there, hold them up for 1 turn, then flank with Either tomb guard, Chariots, or even a Scorp. Chariots in the FLANK of these guys, stand a good chance, I think. Even if they cant kill the Krok they charge, the Chariots have WS3, so they only hit on 4's.
7 Dispel dice still won't be enough to stop me doing what I please in the magic phase. There's 4 incantaion dice that can't be stopped at all, plus bound spells to worry about (staff of ravening's 2d6 s2 hits will really shine againt the skinks...and if he dispel's if, cool, more incantations)
So, with decent shooting, tarpits, and some handy CC units of my own, in the Tomb Guard, Scorp,. Swarms and Carrion, I think I can stroll back to Khemri, and sleep easy
Right, here we go.
My scouting skinks will go in the forest, or maybe behind the hill. As long as they dont have LOS they can go either of those places. They will either charge the SSC, or the Liche priest or maybe even stay back and just pepper the SSC with 20 poisoned shots. That should clear em off.
The Slann unit is basically untouchable by shooting. The archers and SSCs have to hit on 6s. The Slann himself gets a 2+ Ward save against shooting, he is safe.
The skink priest will go up on the hill, hoping to get Thunderbolt or comet. I will prob use the Diadem defensively so I ownt be able to get Comet off Ill just go for Second Signs or Prophet and hide behind the battle line, helping out my units.
The krox will go straight for the chariots as S7 = insta-death. The chariots really shouldnt be a factor as krox also cause fear.
The sallies should be able to handle the light horseman in combat and/or shooting. They can then go on to killing the TG in shooting and ploughing into the flank when combat joins.
Fear really shouldnt be too much of a factor as the only units that have to take a test are the 2 Saurus units and the skinks. They all have cold blooded and the Saurus should be close enough to the slann to use his Ld (and the BS.
I will take 2 spells from the Lore of Light as this will destroy undead units, any of them are good so I dont care which you roll (number 2 is a bit lame so avoid that). i will also take 2 from Lore of Shadow. Hopfully I will get pit of shades as that is brilliant against Undead units. Unseen Lurker can also get my units on the charge and cause some pain. Shades of death will nullify Fear on another unit. I'll use Drain magic on full blast a lot as having the TK player ignore 4,5,6 on a roll will be easy to dispell as the maximum a High Priest can get is 9.
The skinks will be a screen and also pepper the scorpions with poison shots and generally be a nuisance.
To be honest this army is based off fear, magic and shooting. I can cancel most of fear out, I will still rule the magic phase and my untis should be safe from shooting if the scouts do their job (or at least tie them up for a couple of turns).
I think I should win this one pretty easily.8Y
I will have to go with the Lizardmen here.
The main reason being that one of the TK's chief advantages is fear and cold blooded does a lot to reduce it's impact.
While they have magical superiority, a TK army really needs it for their army to perform effectively. The Slann and also hit back pretty hard with light magic.
The lizardmen core is no slouch in combat either. The skinks can run around taking pot shots at the TK line.
The Krox are just about as fast as the TK chariots and can destroy one with each hit.
There are just too many things stacked against them.
Watch this before posting:
Posting and You
My vote goes to lizardmen
cold blood, nasty slann. fighty core
Votes need a bit of justification on why you're voting for said army . -Spector
Last edited by Ultramoose; March 3rd, 2008 at 19:05.
Music must give birth to orgasm and revolution
Latest LO Blog Post<+Tarnag> Who could help but love a name like Ultramoose, I think of a Moose with a rocket strapped to it breathing fire and wailing on a guitar
Three saurus blocks and 2 units of 4 krox is nasty, then there's that big old Slann.
My "regular" opponent was usually khemri so this is quite a familiar match up for me ^_^ Tomb kings are very difficult to beat, but so is a 2nd Gen Slann.
I don't really want to call this one But if I must then I'm going to go for the lizards
Well, as much as i hate it, I think Tims deployment tactics have given my vote to the Lizzies. Basing his deployment around the hill will not pay off well, with that forest right infront of him the skinks etc will be able to advance fairly easily and be a real pain from there. TK struggle to deal with enmies sat in terrain. With that huge distraction for the TK to have to live with and try to counter, then the rest of the Lizzies should have a pretty solid game.
Ok now that I have my spells I can add more tactics.
Steed of Shadow wont be used that much, if it would be used it would be to fly the skink priest somewhere where he is within 24" of a unit (such as Krox). The skink priest will set up behind the battle line so that shouldnt be much of a problem. He will help units against the SSC and archers (minimising their impact).
Thankfully in Shades of Death and Guardian Light I have 2 spells that do the same thing: cancel out fear. If one doesnt get through the other one certainly will. I will try Shades of Death first each round and if that gets dispelled or even gets through I will try Guardian Light. These spells will come in really handy when combat is joined. Burning Gaze will help kill some of the combat skellies and TG and maybe the light horsemen if they get too annoying. Healing hand will prob be used on either the Slann himself or Krox/Salamander. The krox will get quite a lot of stuff thrown at them and this spell will help keep em around for a bit longer (that and having 8 of them )
This is a pretty good spell set as when combat is joined I can get Guardian Light off and fear has no impact whatsoever, then my fat frog can sit back and watch the skellies turn to dust. Before combat is joined he will fry some skellies with D6 S6 hits that will always be cast on 2D6 (yeah free dice) and the skink will be flying around giving units 4+ Ward saves against magic and shooting (the mainstays of this army). And dont forget Drain Magic meaning the TK ignores 4,5,6s.
So the 3 strength of this TK army: Fear, Shooting and Magic. They can ALL be countered by spells from my frog and my skink. This should make this a lot easier for me ;Y
I don't see the skinks being that big a factor. A few charges and a few failed fear tests and skinks run run away.
I see the LM losing in the long run to the grind of a battle with undead. The terrain comes down to who uses it best, so it's hard to factor that.
In the end, I see protracted combats going the way of TK. But this is another one I'd just as soon not vote on! Close either way!