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I need ideas. I've made this army list, and I have a feeling that something isnt quite right, or that I'm missing something. Maybe you could help me out?
Crook and Flail
This guys goes with the guard, his ability to strike first allows him to take out most of the front rank before they can start picking off the guard (or the TP himself!). Unfortunately, his survivability rate would be very low, and he may not fare as well in challenges...opinions?
High Priest (hiero)
Cloak of Dunes, Staff of Ravening, Collar of Shapesh
Would have been nice to give him a 4+ ward, but coulnt fit in points, so I 'threw' in collar. Ideas? He's to be the mastermind behind the Army strat (making his survivability ever more important).
Casket of Souls, Brooch of Great Desert, Hieratic Jar
CoS and SSC are to be near each other. The priest uses the jar to throw in a test shot on the first TK turn. So I'm more accurate in the Shooting Phase.
Steed, 2x Dispel Scroll
Combines, they have 3 Dispel Scrolls, which allows me domination of the magic phase for the first few turns at least.
16 Archers w no additional equipment
These are to sit on a hil (hopefully) with or near the CoS and the SSC. They are not meant to see combat unless absolutely nessesary.
2x16 Archers w full command.
They are to sit between the blocks of skellies and TG and to reform upon impact. Meant to tire and distract the enemy while the carrion and/or horsement get into position for the flank. Full command increases their durability.
5 heavy horsemen w full command
Purely meant to flank, and hopefully break the opposing unit on the first turn with their S of 4.
25 Warriors w Full command, light armour, and shields
Fighting block, to be thrown at expensive elites (such as Black Guard or Ironbreakers). Priests from behind bring support in magic, increasing durability. A big investment here, hoping that, with possible flank charge, they'll outnumber the opponent.
24 TG w full command and Banner of the Undying Legion
House of the Prince, large numbers for hope in outnumbering opponent.
These little buggers, are to lurk behind the army, to protect the CoS, SSC, and 16 Archers from any unwanted 'surprises'. They are to also be used as a flanking unit.
2 Tomb Scorpions
These guys are to be burrowed and used as warmachine hunters and wizard assasins, forcing the enemy to come to my battle line.
1 Screaming Skull Catapult (SSC) w Skulls of the Foe
With the support of the CoS Liche Priest behind him (allowing him to fire twice, hopefully, per turn) he will help ensure the enemies discomfort.
So, the main idea, is to dominate the shooting, and magic phases. My 3 wizards, TP and numerous bound items, allows for me to throw a bunch of everything at my opponent. He shouldnt be able to dispel everything. My magic, also gives me the possibility of controling the movement phase as well, depending who the opponent is. The many archers, SSC, CoS, and 2 burrowed TS are to make my opponent (especially their wizards!) feel very uncomfortable. A beautiful conclusion to the TK turn, is the Light of Death. By remaintin static, I'm granted the advantage of choosing where the battle is to take place, so let them come, under heavy fire. Though Skelly HH are weaker than most other heavy cavalry, do not underestimate their flanking potential!
There are a few things in this army that I detest, primarily, the lack of solid fighting blocks, at least another group of 25 Skellies, the archers to fine, but with only 16, will quickly succumb to the sands of time if they are not supported with flanking troops. A whole lot of my game strategy revolves around the concept of picking off a few soldiers so that when they reach our lines, we outnumber them and they automatically break (fun fun!). Also, should the archer blocks me in 16, or ten? It doesnt really matter to me, so long as they do their purpose(s). I think my prince is a decent hero in this army scheme, but has no survivability, once you get past his T 5. The idea is his striking first denies my opponent retaliation, letting my guards strike and strike hard. That said, he might now fare as well in challenges...
In a 3000 pt. battle I would add at least one more group of skelly warriors with hw and shields, a few more carrion, MAYBE a prince, though I love the idea of a fourth wizard in addition to the HP. Another SSC would also be a must have.
Enough of my blabber, what is wrong with my list!?
The TG are the only thing you have that can sometimes fall into the hammer category, but I tend to think of them as an A+ anvil rather than an out and out hammer.
I would look to add some chariot units as a counter attacking force. Let the enemy break on your large blocks and charge them on the flanks for max effectiveness. This is really the only major issue with this list IMHO.
A couple of fairly minor tweaks will be well wort the effort to look at again though:
Carrion should be used in units of either 3 or 5, not 4. 3 is enough for all the tasks normally assigned to carrion but 5 will sometimes allow you to get crossfire and a table quarter, 4 is just a waste of 24 pts.
Skeletons should always be used in blocks of 20+. Skellies win by combat res, not by killing things, so you will want to get as much static CR on them as you can. They still won't hold for long, but you'll need to stack all the odds in your favor to keep them hanging around long enough for the chariots to flank charge and relieve them. It may not sound like a big thing, but those extra 4 skellies will make a huge difference.
Champions are usually a waste of points for skellies unless you plan on using them as a bunker for a character.
Heavy horse are always a waste of points.
20 TG should be enough in a unit with BotUL.
Meelee skellies will not stand up long against elite opposition. They will generally hold out until the chariots can relieve them, no longer. 20 are usually enough for this purpose.
Be careful about adding full command options to all your units. Tempting though it may be, you're not really getting the best use out of all your points and you run a real risk of losing the game due to all the banners your opponent can take off you.
So there you go Hellmouth. Just a few ideas that I hope will help you.
Because Sun Tzu would play Tomb Kings...
I see your points. They are valid, and I agree with them.
But I don't believe you mentioned the prince, and his crook and flail whether or not they were actually a good investment.
And if the chariots are for flanks, and not head on charges, should they be deployed in threes? In past experience, I have seen the Icon of the Sacred Eye serve my chariots well (accompanied by priest with flail of skulls in a group of 4 chariots), but since you suggest that they be used for flanking, how can I best build a/the unit(s)?
Also, should my HP have instead of the current equipment I gave him, the 4+ ward, cloak, with tablets of mighty incantations?
That being said, I think the crook & flail armed prince should do well for you. Remember you have the champion in the TG who can accept any unfavourable challenges for him, and you can use the BotUL to resurrect the champ and heal the prince as needed.3 or 4 chariots per unit is always a hotly debated topic. I prefer the latter since you can take some missile fire damage and still be effective, but of course they are 40pts more expensive that way... to each their own.And if the chariots are for flanks, and not head on charges, should they be deployed in threes? In past experience, I have seen the Icon of the Sacred Eye serve my chariots well (accompanied by priest with flail of skulls in a group of 4 chariots), but since you suggest that they be used for flanking, how can I best build a/the unit(s)?
Icon of the sacred eye is easily the best banner we have for chariots IMHO. Expensive yes, but well worth the cost.
Chariots are invariably best used for flanking in an army led by a HLP. This is primarily because you tend not to have the numbers availlable to persue an effective weighted flank (It can be done, but it also depends on what your opponent fields and how he is deployed to a large extent). In any event though, I would still keep the set up the same. A 'heavy' set up will obviously be more expensive but will give you more options.I have always tended to go with the heiratic jar on an HLP myself, but have (very) recently begun flirting with the idea of using Nefera's plaques. The jury is still out on this one for me, but Casket + HLP + Plaques sounds like a winner to me.Also, should my HP have instead of the current equipment I gave him, the 4+ ward, cloak, with tablets of mighty incantations?
If you go with the might plaques, let us know how you get on eh?
Because Sun Tzu would play Tomb Kings...
Interesting discussion, I follow this one with great interest. I am working with a same sort of list. Slightly different though.