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| | #1 (permalink) |
| Junior Member Join Date: Nov 2009 Age: 27
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Rep Power: 1 ![]() | Anyway, here it is. I've included particular comments by certain units as an indicator of how I'd use them/why they are there. Core 30 Skeleton Warriors W/Bows *They form a solid line of sinew through which to break before reaching my screaming skulls. 30 Skeletons is particularly hard to wear down: the weight in numbers, plus possible reinforcements from priests keeps them fighting for a long time, ensuring that enemy units don't reach the catapults. 5 Tomb Swarm bases *To tie up trickier units that would otherwise make an impact on the centre of my battle line. Start inside my deployment zone. 2 Tomb Swarm bases *Underground, to take out war machines. Special 4 chariots Full command Icon of the Sacred Eye *Joined by Tomb Prince, for mincing lesser armour save units, or tackling 'medium' threats after softening up from screaming skulls. 3 chariots Standard 3 Carrion *For slowing down marchers, allowing pro-longed pelting of weaker units by my skeletons and more screaming skull action against units of knights etc. 21 Tomb Guard Full Command *The centre of the battle line. Rare 2 Screaming Skull catapults Skulls of the Foe *With LHP near by, for maximised stone thrower effectiveness. Target heavy cavalry, and serious threats. Characters Prince Chariot Collar of Shapesh Chariot of Fire Great Weapon Light armour *Joins bigger chariot unit and benefits from sacred eye. LHP Hieratic Jar Cloak of Dunes Brooch of the Great desert. *Couples with Screaming skulls, safety in mobility and effective positioning. LP Dispell Scroll *Gets carrion forward and being a pain in the first turn then supports other units. I think my most significant problem is a lack of hard hitting troops after the screaming skulls. But the only real option is Ushabti and at 65 points for T4 W3, its just too easy to loose 195 points. Last edited by tombkingmarkj; November 7th, 2009 at 02:43. |
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| | #2 (permalink) |
| Tomb Gaurd Chapion Join Date: Sep 2009
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well i see a big problem right away, you have 2 units of tomb swarms and your only allowed 1. i would drop the unit of 5 and keep the unit of 2. also you may find that 30 skeletons is a bit much drop them down to 20-25 blocks and have 2 of them, i find they are way more effective that way other than that looks not bad. just watch your LOS and you should be fine!
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| | #3 (permalink) |
| Junior Member Join Date: Nov 2009 Age: 27
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You're right of course. How silly of me to put in two tomb swarms. I think though, that I'd be inclined to keep the 5 and drop the 2. I need the 5 to tie up difficult units. 25 wounds is going to take a lot of combat resolutions, especially when supported by a nearby priest. The carrion are capable of doing the job of the smaller tomb swarm, before moving around to march block. By loosing the two tomb swarm bases, the chariot standard + sacrificing 3 skeletons, I spare myself the points to buy a priest, which on reflection is needed for the attrition involved in the magic phase. So, it seems then, that by dropping the golden ankhra, the plaques of might incantations, and a few skeletons I've made space from 3 more tomb swarms (totalling 5 bases) who can hold up the nasties for an entire game. I think that's a nice refinement. The only question I'm left with is whether its worth dropping a few more skeletons to allow the smaller chariot unit to keep their standard. They die quite often so I might be giving 100 pts away, but then it could be the difference maker in a combat. Last edited by tombkingmarkj; November 7th, 2009 at 02:51. |
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| | #4 (permalink) |
| Junior Member Join Date: Nov 2009 Age: 27
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OK. A refined version 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. 5 Tomb Swarm Bases *Tie up key enemy units for the game. Supported (if necessary) by LP. Special 4 Chariots Full Command Icon of Sacred Eye *Joined by TP, for tackling mediumish units and supporting Tomb Guard against tougher enemies. 3 Chariots *Dealing with chaos hounds, wolf riders, small units of elves and the like. 3 Carrion *Prevent marches, harrass war machines. Dropped behind enemy lines in first turn due to priests urgency incantation. 20 Tomb Guard *Centre of the battle line. Rare 2 Screaming Skulls Skulls of the Foe *To tackle the nasty stuff - big units of heavy cavalry, slanns, lords on dragons etc. Characters LHP Hieratic Jar Cloak of Dunes Brooch of the Great Desert *Partners screaming skulls, allowing 4 shots per turn. LP *Gets carrion forward before supporting other units. LP Dispell Scroll *As above TP Chariot Chariot of Fire Great Weapon Collar of Shapesh *Joins larger chariot unit and benefits from sacred eye. |
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| | #5 (permalink) |
| Tomb Gaurd Chapion Join Date: Sep 2009
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skeletons are much better at tying up big units than tomb swarms anny day of the week IMO 1. 25 skeletons cost less than 5 swarms 2. swarms regen D3 wounds, skeletons D6 3. skeletons get rank bounus 4. skeletons will take CR better than swarms 5. skeletons are a multi purpose unit swarms are good, just not so big of a unit, also you now only have 2 core units and about the chariots, id say don't bother with the banner, or any other upgrade, 3 without a character dont ever last long but they do there job well and once done can continue to mess stuff up for your opponent. and it is totally personal choice but you may want to rethink your prince setup, if chariots dont win combat on the turn they charge, its sad but way to offten it means they are doommed! |
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| | #6 (permalink) | |
| Junior Member Join Date: Oct 2008
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You need 3 core at 2000pts I don't see how your list will mesh together, I don't think you have enough basic troops.
__________________ If a dryad trips over alone in the woods, does it make a sound? - Bretonian proverb | |
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| | #7 (permalink) |
| Junior Member Join Date: Nov 2009 Age: 27
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Ok, in light of what's been said, how about this: Core 20 Skeletons w/bows + standard * Layer of sinew, protecting SSCs in turns 5+6. 20 Skeletons w/bows + standard * Supporting unit of TG. Tomb Swarm (2 bases) * Take out war machines Special 3 Chariots * Support Skeletons/TG as necessary. Targets smaller units. 3 Chariots * Support Skeletons/TG as necessary. Targets smaller units. 4 Carrion * Blocks marches, tackles ranged units. 20 Tomb Guard + Full Command + War Banner *Centre of battle line, joined by Tomb Prince, supported by chariots/Skeletons Rare 2 Screaming Skulls * Supported by LHP: maximising shooting. Characters LHP + Cloak of Dunes + Plaques of Mighty Incanatations + Hieratic Jar *Supports SSCs LP + Disp Scr * Gets Carrion behind enemy line in first magic phase then supports other units LP + Disp Scr *Supports other units. Prince + Vambraces of the Sun + Collar of Shapesh + Great Weapon *Joins TG. Points to note: I totally see your point about the tomb swarms. Instead they'll be used to target war machines as previously. 20 Skeles do make a better delay unit. Also, that they have bows will allow more shooting which is a bonus. Likewise, I see your point about the chariots. I've decided to take away the banner to help make space for some skeltons. I'm gonna leave the banner of the cursing word I think, as I'm inclined to stick with the extra +1 on the static combat res with the tomb guard. Tomb Guard did come with command, I just forgot to mention it. Generally, I place them in the centre of the battle line and have chariots providing flank support. I see your point about non-cavalry attacking units, but I think this is a weakness of the race, not just my army list. Ushabti are the only possible hard hitting choice here (as cavalry just give the tomb guard's opponents easier targets for combat resolution) but they are 65 points for a T4 W3 model! I'm inclined to support with chariots and possibly ranked units of skeletons. What do you think about this? Brooch, no particular reason, same as a dispell scroll. Totally agree with you about the plaques, although I'm leaving out the SoR, as its range is only 18" and generally speaking, I keep my priests firmly near the back, meaning this would have limited effects for 45 pts. Perhaps the most significant change to the army, besides the introduction of a new skelton unit, is the way I've re-worked the Prince. You are quite right about the whole chariot thing, so instead I'm going to use him to further support the middle of the battle line. By giving him the vambraces and collar I'm hoping I'm offering him enough protection, while he will reap the full potential of the great weapon, since he's on foot, and get a bit of 'My Will Be Done' on the TG. |
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