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I'm fairly new to Warhammer, and I've started a collection of greenskins :happy: My main opponent plays Tomb Kings, and while I can massacre him every time in 1000 point games, when we play 1500-2000, I get destroyed. Does anyone have any suggestions on how to effectively fight these undead bastiches?
My army consists of 2 large blocks of night gobbos with fanatics, a large unit of black orcs, a unit of orc big uns, some squig hoppers, 2 spear chukkas, a pump wagon, and a boar chariot, which my general rides in. i have an orc shaman and a night gobbo shaman, both level 2.
My biggest problem seems to be my dispel pool. my opponent likes to send his carrion out to snipe my shammys, reducing me to my paltry 2 dispel dice for the rest of the game. I considered putting my shamans into units, but that hinders their spellcasting (unless I get lucky and get gork'll fix it or some other CC spell) when engaged in combat. His army seems like it shouldn't be a problem (2 main units of skellys, with a badass prince in one, carrion, 2 scorps, a unit of swarms, and a screaming skull catapult, and his hierophant and general as skirmishers)
If you want to keep your mage(s) alive then you need to have some protection around for them. If you need to put them in a unit for a turn or 2 to protect them until the Carrion are dead then that's what I would do.
If anybody disagrees with me Chuck Norris will roundhouse kick you in the face.....not really. But wouldn't it be cool?
Drop the lvl 2s from the shamans and get another shaman for the extra magic defence. I don't think the Orc and goblin lores are that fanatstic anyway and you should save points by concentrating on magic defense rather than offense (especially against magic heavy armies like TKs or VC).
Ideally, have 3 lvl 1 shamans with up to 6 scrolls between them and put them in big units for protection. Also try to include Mork's Spirit Totem for up to 3 dispel dice! TKs can't really do much now since they rely on getting spells off to win.
In terms of improving your army, I suggest dropping the fanatics from the NG units, the Big Un's upgrade from the orcs and putting your Black orc lord in a unit rather than mounting him on a chariot. Depending on how many points this gives you, I highly recommend either a giant or some wolf riders.
Hope this helps
Well I used to play tomb kings for a while, so i might be able to give you some good ideas.
First I think I would totally redo your character set up. Against a fear causing army you should definately have your general hang around your units to boost your poor leadership, so you should probably get him off the chariot and stick him in wit da boyz (preferably on a boar for added protection, but that's not pivotal). For magic defense I recommend that you go down to one level one shaman with two dispel scrolls in with the night gobbos and a bsb with the spirit totem in with another block of orcs (this would of course require you to include another block of orcs in the army, which you could get by dropping one of the gobbo mobs). This gives you 6 dd with 2 scrolls, and considering your opponent seems to be running a fairly weak magic phase for TK it should be more than enough. If you're playing a 2000 point game you could use your last slot to put a big boss in a chariot, (savage would be the best I think, they put out a ridiculously high number of attacks and will never not be able to charge due to fear, great for killing almost anything), or you could take another level one shaman either with two scrolls or a staff of sneaky stealin.
For your core I think I'd drop the big'uns upgrade for the orc mob, its really pricey and if you put the general in with them they should be able to take out anything your opponent can throw at them, especially with some back up from the gobbos/hoppers etc. With the points you save from that and dropping the one shaman you should have the option to toss in a unit of wolves or spider riders. They can add a good degree of tactical flexibility to any list with flank charging/war machine hunting (if they pass those fear tests!), and you really need something to take out that SSC. If you decide not to drop a mob of gobbos in favour of orcs I'd say that two fanatics in each mob should be about right for taking out carrion/foolishly skirmishing generals if they get too close, but if you do drop to one mob of gobbos you might want to consider putting three of the little buggers in to make sure they do enough damage.
Like blutac said, a giant can be amazing against run of the mill skeletons, and he should be able to take out the block without the prince all on his own without any real problem. He should also distract the SSC from shooting at your Black Orcs which is always a plus. If you decide not to put the wolf/spider riders in, definately use the points to go towards one of these behemoths.
Hope this helps!
I have to agree with everyone suggesting that you drop down your lvl 2 sharmans and take three lvl 1s as well as the spirit totem, that should drop the effecivness of the magic... its also a good thing agasinst vampire counts as a side note.
But I would also suggest that you try and kill the Heirophant that will slow him down greatly and also will mean he won't be able to raise the models that he lost... I only suggest this because he is running them as skirmishers...
Thanks to everyone who replied. Here's my revised list after hearing your advice:
BOrc big boss, enchanted shield, hvy armor
20 Borcs, full command, Spirit banner
15 Savage Boyz, 2nd weapon, boss, musician
19 orc boyz, 2nd weapon, full command (general joins this one)
20 Ngobbos, spears
gobbo shammy, lv1, staff of sneaky stealin
orc shammy, lv 1, 2X dispel scroll
orc shammy, lv 1, 2X dispel scroll
5 squig hoppers
TOTAL = 1500 on the dot
I wanted to put a BsB in there, but it was too expensive. Also, like gamerfreak mentioned, I was toying around with the idea of scrapping the giant for a unit of wolf riders, and maybe using the points left over to boost another rank of black orcs.
Last edited by Eronamanthius; November 15th, 2007 at 14:33. Reason: spelling mistakes
Also, just as a note to playing and playing against TK overall. TK tend to do very poorly under 2000 points. They don't have enough characters to assert a magical dominance over the game. However, once they hit the magically 2000 point plateau and higher, a good TK general will be quite a force to play against.
Last edited by Spector; November 15th, 2007 at 15:57.
Well, I play Tomb Kings and Orc&Goblins. And, I first you wouldn't win to kill the Hierorphant (or someting) He's just a normal Priest.
Second, Play, play play play play and learn. Learn form your mistakes, ask your mate why he keeps winning. Learn form his tactics, and post it on this forum so we can help you out with that.
As a note, you have four characters in 1500 points which is not allowed. If you drop the sneaky stealin shaman you should be able to get some more hoppers or fanatics. I would also recommend that you try to find a way to get that spirit totem on a bsb and out of the black orc mob. Consider that if you lose a single b. orc you will be losing a dispel dice right away, and also considering how b. orcs are high priority they might not be the best choice. If you stick the bsb in with the normal boyz and put the general in with the b. orcs you should be pretty safe. The black orcs will still be the biggest target for the SSC, even more so with the general in them, so the other mob shouldn't really recieve any fire. I know you may be thinking that you will not have enough magic defence without the multiple shamans, but you will still have 6dd and two scrolls. That should honestly be more than enough to deal with your opponents 4 "power dice", (one liche priest incantation and two my will be done incantations) that you said your opponent uses.