
Originally Posted by
tombkingmarkj
Core
20 Skeletons W/Bows
*Provide a layer of sinew infront of the screaming skulls. Usually a hill present, so form in two ranks and reform when confronting an enemy charge.
A good unit, I take this unit though normally take a small 10 or so man unit to put infront of it to take the charge for it so that it gets perhaps an extra turn of shooting.
5 Tomb Swarm Bases
*Tie up key enemy units for the game. Supported (if necessary) by LP.
Honestly mate this unit is gunna just be a points sink. Tomb Swarms are good for taking out high-toughness, low-armour save targets such as giants and or low toughness low save targets such as enemy ranged troops. If you want attrition models go with sword troops with their low cost and 9pts cost thats 5 per swarm. Alternatively you could go with bow troops for less attrition but perhaps more damage as with nearly 6 per swarm you could do some ranged damage.
Also on a practical note. 40x40 base, you charge this into elite troops, say greatswords, you only going to get 4 in at most, so you got a 5th base doing jack-all.
Special
4 Chariots
Full Command
Icon of Sacred Eye
*Joined by TP, for tackling mediumish units and supporting Tomb Guard against tougher enemies.
Ok. If you have a character joining you really only want 3 in the squad do you have 4 over all for the same reason as with the tomb swarm. Also, drop the champion. +1 attack for the cost of half a chariot = D1.5 impact hits, and 2 attacks. That said Sacred Eye is THE best chariot banner because there are so many attacks that get +1.
3 Chariots
*Dealing with chaos hounds, wolf riders, small units of elves and the like.
give this a standard bearer and cursing word banner because even against cavalry it hits 4 models with no armour save. This way it can certainly decimate small squads and can do damage even to the likes of chaos cavalry.
3 Carrion
*Prevent marches, harrass war machines. Dropped behind enemy lines in first turn due to priests urgency incantation.
I like carrion, 3 will deal with seige weapon crew, but really you need 4 to take out 10 man ranged squads such as empire marksmen or dark elf repeater bolter-ers
20 Tomb Guard
*Centre of the battle line.
No Command? Also this is your only non-cavalry attacking unit. This means you are going to get oumanuvered, flanked then raped.
Rare
2 Screaming Skulls
Skulls of the Foe
*To tackle the nasty stuff - big units of heavy cavalry, slanns, lords on dragons etc.
SSC's with SoF are amazing. Remember that you do have to take out big nasty things like characters on dragons first because NOTHING else can take these out.
Characters
LHP
Hieratic Jar
Cloak of Dunes
Brooch of the Great Desert
*Partners screaming skulls, allowing 4 shots per turn.
Why have you taken the Broach? That is basically a dispell scroll for TK's and TP's? Also, take Neferra's Plaques of Mighty Incantations. At 30pts is probably the best magic item we have. any time you get 10 or less you can use it coz the average roll of 3D6 is 10.5.
LP
*Gets carrion forward before supporting other units.
Plain LP, I like it.
LP
Dispell Scroll
*As above
No SoR? Not a bad addition seeing as you have so much magic, this will make your magic phase truely overpowering
TP
Chariot
Chariot of Fire
Great Weapon
Collar of Shapesh
*Joins larger chariot unit and benefits from sacred eye.
Drop the chariot of fire. It isn't in my opinion worth the 25pts. Also, the Spear of Antarhak will give him strength 5 hits on first round of combat and can 'grow back' his chariot if necessary. At the moment your chariot only has a 5+ save and is hit by 2/3 of all attacks on the TP. Once the chariot is gone, he will be detached from the squad of chariots and vulnerable