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I'm very new to TK, so just want to know what you guys think of this list.
It's designed to be aggressive
Spear of Atarhak
Collar of Shapesh
Armor of the Ages
Golden eye of Rah-Nutt
Chariot of Fire
cloak of the dunes
champion, standard and music
Banner of the undying legion
champion, standard, music
2 tomb scorpions
SSC with skulls of the foe
Suggestions and criticism welcome.
I'm fairly new myself, so take what I say with a grain of salt. But I like trying to help/offer different perspectives. Note, I don't have my army book with me at work...so I'm not going into numbers, just offering suggestions.
For an aggressive list, your fighty characters are set up rather defensively to me.
The Spear is the ultimate defensive TK weapon. It's great, no doubt...but doesn't pack enough of a punch in Chariot units. I suggest dropping the Spear and taking the Flail of Skulls instead. I don't think you need the Armor of Ages either, LA will suffice. I'd keep the Collar though, as a safety net.
The Prince is a little more troublesome. I'd give him the Chariot of Fire, Brooch of the Great Desert (only if facing magic heavy opposition), Flail, Light Armor, Shield. Can you see that I love Flails on Chariots! Our Chariots are not designed for prolonged engagements. You want to do as much damage as possible in your charge round to break them. So bring the big guns to do it. Flails for all chariots imho! Too bad we can't give those damned skeletons flails...
Your Hierophant has the Cloak. Good start. I'd also suggest the staple Hieratic Jar for that key incantation that you just have to get off, but you're sadly out of incantations.
The Casket Priest can also have items. The Casket doesn't count against his item allotment. I'd generally suggest dispel scrolls or the Staff of Ravening, if you know you'll be accosted by skirmishers/fliers/tunnelers. If not, then a dispel scroll and maybe the Kanopi will do. I really like the Kanopi because my opponents all like RiP spells...but your mileage may vary.
As for your chariot units, I've always been told that they don't need Full Command. Your King's unit would need a Standard Bearer, obviously. I question the Banner of the Undying Legion. Like the Spear, it's a defensive item. I would suggest the Icon of the Sacred Eye. Hitting on 2s/3s after you charge instead of 3s/4s is HUGE...especially with a Str7 King doing two wounds a pop. This particular banner even makes our craptastic skeletons formidable on the charge
Archers are a delicate thing...in more ways than one. I like 10 archer units if they're screening for foot soldiers. 20+ archer units if I intend to reform them to try to use them to hold up a unit for a few turns. I don't think they make good screens for our faster moving units because they're too slow. I would consolidate them into one unit of 20, personally. I would be inclined to give this unit the Banner of the Undying Legion. You want them to stick around as long as possible. This banner helps that by alleviating the need to have your priests cast Summoning on it.
Two scorpions is quality. No need to change here, although I'd be inclined to run 1 Scorpion and 6 Carrion if points allow. But they probably won't, so stick with 2 Scorpions.
The catapult is quality also. Stick near your Casket and rain death on your enemies. No need to go into this any further . I will say, however, don't stick your catapult too near your casket. Certain spells can ruin your day (i.e. Comet of Cassandora).
Two Ushabti units? I'd be interested to see how that plays out. My gut says you only need one unit of the big guys. But two could be very nasty if you can keep the units intact. Ushabti draw shooting and magic like magnets. They scare people. If they can survive to get into combat...carnage ensues. I personally like a unit of Tomb Guard and a unit of Ushabti working in tandem. But points may not allow this. People sleep on the Tomb Guard a bit, I think. I love mine with the obligatory Icon of Rakaph (Reform). I never make a list without them. But I also run my Prince in this unit instead of another Chariot unit, so that's probably why. I say rock with 8 Ushies. Be sure to let us know how they play out for ya.
Hope this helps some and good luck!
My Dear Apprentice nailed the most of it
However, I would field your King and Prince on foot... I know this sounds vrazy and you're probably thinking "What the Hell? I wanted an agressive List! Aaaaaaargh!" By doing this, you will get extra points to spend on Units, a very valuable option when playing such a List. In addition, your characters will most likely survive till the End
Give your King Collar of Shapesh and Destroyer of Eternities (the Daddy of Daddies ), and he will be as agressive as you can get him. Field a unit of TGs. Ofc, you will have to replace it with something... Give the TG Unit IoR - now you will have a TK Army, well suited for ATTACK!
//Nagash, the Obese
You know...I've had three games now and I haven't yet used the DoE. I must be crazy!
He could always compromise and put the traditional Destroyer King in a Tomb Guard unit and keep his Chariot Prince, giving it either the Chariot of Fire or Flail of Skulls plus the Icon of the Sacred Eye.
The problem for me with having both King and Prince on foot is where to put the Prince. I have terrible luck with combat skeletons. I've had them die to CC casualties + combat res crumbling in a single turn 3 times now in a row. They just don't hold up worth a damn and I don't want my Prince subject to that. LOL!
Lots of good suggestions, I like the points on weaponizing the king.
The reason I didn't take tomb guard is because of their abyssal slowness. I've never played them though and I'll certainly rework the list and them a try.
I'll have to admit that I'm still used to skaven tactics, hence the way my army was built with the spedy units. I've been nervous about taking the tomb guard as they are soooo sloooow. I'll make an army list with them for my next friendly game and give them a go though.
The 2 Ushabti units are expensive but work pretty well. Place them far apart and watch your opponent tear his hair out realizing he can only target one at a time.
I like the staff of ravening idea for the priest at the casket. As this is a tournament list it's likely that sooner or later I'll face tunnelers or fliers.
Last edited by Wafflebob; August 25th, 2009 at 19:00. Reason: adding more info.
I view the Tomb Guard like a possession receiver in football. They run excellent routes and have good hands, but aren't the fastest things on the field. However, when you need five yards, they're your go-to unit.
Then you have Killing Blow. Imagine the look on people's faces when you roll 3 6's to wound out of 5 attacks on a unit of 2+ AS knights and tell them as they're readying to roll armor saves that they don't get any. Priceless.
Your first few games using them, your opponents will underestimate their ability to be where you want them to be and will often ignore them, and the character therein. This is where the Icon of Rakaph comes into its own. Free reforms before charging in the magic phase is pure win just for the look of terror when they flank/rear charge heavily armored units/knights.
Also good ideas. Those remains in play spells can be a pain.
On an unrelated note, I still think curse of years should make dwarves stronger.
I don't personally like the idea of having something as potentially devastating as Tomb Scorpions on guard duty. Swarms, maybe...but I don't have any yet. With the Staff, chances are I can inflict enough damage on fliers/skirmishers with it, provided it isn't dispelled, to weaken attackers enough that they fall to the Casket Guard.
Is it risky? Yep. But I figure it's a slightly more proactive form of Casket defense. I try to fit all three of our bound items in a list that I run the casket in just to give my opponent more to think about dispelling, but that's hard since I rarely run the HLP.