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Hey, so me, my bro and 2 friends are starting warhammer and I'm looking to play tomb kings. Now i've read a bunch about how bad they are at low points but I still want to give em a try.
One thing that helps is that in the warbands rules in WD 297 it states that if you army is lead by a unit champ or an icon bearer then any unit with a full command can cast one of the 4 incantations with power lvl 1D6. Now, you can only cast the smiting, urgency and summoning spells on the unit who is casting, but it's still a hell of a lot better than either no magic, or trying to fit our crazy expensive chracters into 500pts.
So, here's the list I've come up with:
20 Skeleton Warriors w/ Shields, LA, FC and Banner of the Undying Legion - 230pts
10 skeleton Warriors w/ Bows and FC - 105pts (champ is general)
1 Tomb Scorpion - 85pts
2 Chariots - 80pts
Total= 500pts on the dot
Idea is to use the 20 skellies as a self replenishing tarpit(with it's summoning spell +the banner)/Static CR booster. The 10 Skelly archers cast smite on themselves and drop light cavalry/opposing missile troops/a rank bonus. Tomb scorp goes for artillery/missile units/mages. The 2 chariots flank for the 20 skellies or drop soft targets on there own, casting urgency on themselves to get the charges.
Now, I could drop a chariot and switch the Tomb Scropion for a unit of 6 Heavy Horsemen w/ FC for some more magic, or something like that. As you can see i am by no means sure about how best to go about this. I want as many units with Full commands as possible so i have enough magic to overcome the natural 2 dispel dice, while at the same time not completely gimping myself in the process
What do you guys think? Any suggestions or comments/critiques would be much appreciated.
not to familiar with the special rule you mentioned, i am familiar with this one though. the only time you can have a banner in a skeleton unit is with a Tomb King as General. so right now you can not put a banner into a skeleton unit till 2k+
also again not sure what the rules say about unit size, but chariot units have to be size 3+ usualy.
so if it follows with normal rules, you are going to have to drop the banner (will have to anyways) will suggest dropping a champ (leaving one to be army general), this gives you almost enough free points, so your either going to have to loose a musician in one of the 2 or drop the banner in the bow unit (doesn't really need it as it shouldn't see combat with your strat)
Skeleton 20 HW/S/LA, FC
Skeleton 10 HW/Bow Music
puts you at 495
at 500 points there is going to be basicly no way your going to get magic superiority but if you do, try this
20 skele, HW/Sh, Full Comand
10 Skele HW/bow, Champ, music
5 Light Calv, Champ
1 swarm base
basicly gives you 3 casters (if i'm reading your warband rules right sorry i don't have the WD to crosrefference with)
deploy the scopr with the unit, use the swarm for ICFB
gives you some good speed/march blockers and all you need
i agree with pheonix on this one, Heavy calv is useless under 10 models.
Last edited by Hondor; June 11th, 2008 at 09:17.
As said, you wont be able to have the UDK banner, unless there is something else in the Warband rules. I'm a bit unfamiliar with them tbh.
So, with 2 x 1D6 left... any enemies 2 Dispel Dice will shut that down averagely. And youve put 50pts into it...
Ok.. i think going with a unit of 20 Skellie Archers, with FC then you can crop the smaller skellie unit have have enough pts for a Liche Priest. Doesnt matter what size game you play, get him the Vlaok of the Dunes and hes too awesome not to have.
And in Warband, D6 S4 hits could be useful too.
Add 2 Carrion, a Chariot and a Scorp to finish up, 15pts to spare..
Hmm, thanks for pointing that out guys, i forgot I needed the Tomb King to get the banner. On the rules, I get one spell on 1D6 for every unit with a Full Command. Also, in warbands, you don't need a character as general or any army specific character limitations(like tomb kings needing a heirophant). You need 2 core choices and can have either 2 specials or a special and a rare. minimum sizes for units are different. Units of of infantry need atleast 3 models, units of cav need atleast 2 and ogre sized need only 1. But upgrades like command can only be taken if the unit meets it's regular army book minimum size.
I wish i could drop useless command like champ and banner off the bowman but if i don't have all 3 then they don't get a spell. So, i have to figure out what to do with this 25 points.
Also, I don't quite understand your idea about the lichpriest Pheonix. You say i won't get much through with 2 1D6 spells so it's wasting 50pts. But you want me to instead add 1 2D6 spell for 135pts? It's the same amount of magic but with the smaller spells i have the potential to get off more spells for less points. The upside to the liche is that i get the spells wherever i need them.
So, should i drop 2 skellies from the big block to grab the third chariot?
Or, maybe going closer to Phoenix's idea I could run 20 skeletons with bows, a liche priest with the CoD, a tomb scorp and 3 chariots.
Or I could try to work in a unit of cav with FC for a third spell, kinda like Hondor's idea.
Eek thx for all the help so far guys, this is by far the hardest army i've tried to put a list together for. please keep the suggestions coming.
Unfortunately I only get the spells from the FCs if there is no priest or prince in the army
thats strange... lol, ahh well. Ok, stick with the FCs.