Welcome to Librarium Online!
Hello. I've been wanting to play TK for a while, and have been toying with making a most-to-all-cavalry list (I'm a big fan of fast, mobile armies). The decision got solidified with the acquisition of some chariots and light horse from a friend who's lost interest. The choices aren't set in stone, but I would like to keep it mostly cav-ish. We play 2500 in my area, so here it goes...
King - LA, Chariot, Flail of Skulls, Collar of Shapesh, Vambraces of the Sun - 303
Prince - Light Armor, Chariot, Spear of Antarhak, Enchanted Shield - 192
Priest - Hierophant, Steed, Golden Ankhra - 168
Priest - Cloak of Dunes, Neferra's Plaques - 165 (Idea stolen from Orthanus...I like it)
3 Units of 4 Chariots - 160 each, 480 total
6 Chariots - Full Command, Banner of the Undying Legion - 315 (King and Prince go in here)
2 Units of 6 Light Horse - 84 each, 168 total
3 Tomb Swarms - 135
3 Scorpions - 85 Each, 255 Total
4 Carrion - 96
2 Catapults - Skulls of the Foe - 110 each, 220 total
Total - 2497
Ok, some explanations. The mega unit of chariots is an almost-deathstar (not quite enouh hitting power to qualify). Its huge, but the fact that its fast cav makes it more manouverable than an infantry or heavy cav block. The fighters suck, but it can put out some decent inpact hits (even at 4 wide, 4d3 automatic hits isn't that bad). The king puts out serious damage to characters or monsters, the unit makes a good sink for his Collar save, and the combination of the banner plus the prince's spear should keep them alive longer then the opponent would like. The other chariot units make great flankers and line-of-sight-blockers, while the light horse do...stuff. Like screening the hierophant. The rest is pretty self explanatory. One final note: I don't want to use a Casket because I need both priests shadowing the big chariot block to keep it moving. Movement is key.
On paper, it gives me a "It's so stupid its brilliant" vibe. Hopefully the emphasis is on the brilliance. Also, this is for a competitively friendly environment, but will also probably see tournament play.
One concern is magic defense. Should I retool one priest to carry a pair of scrolls?
Thunder rolled across the sky; and it rolled a six.
When I saw the title of your thread I will admit I got a bit of a cold shivver down my spine... but your list is actually pretty good. Okay, so there are a couple of things that might end up getting changed over time but for the competitive/friendly environment you mentioned it should be really fun.
In case you're not willing to wait (or just want to get a head start on the tuning), here are the things I feel might benefit from a little scrutiny:
Firstly, you are very light on magic defence (so yes, you should probably retool a priest to use those scrolls). The list is very 'Settra-esque' and will suffer from the same problems in the magic phases until your scorpions can start hunting down the enemy wizards. This is probably going to be the biggest issue with the list generally, but a lot will depend on how competitive (ie, magic heavy) your opponents actually go.
The large unit of 6 chariots might be better split into two units of 3 (I would place the king and prince into seperate units of 4 chariots myself). These would be heard hitting enough to get the job done against 99% of enemy units, and maneuverable enough to actually get there. Deathstar type strategies are generally fated to produce less than stellar results because a single beast cowers spell each turn will reduce your entire deathstar into a waste-of-points-star.
3 swarms is probably a bit excessive. I suspect these will get reduced (and possibly eliminated altogether) over time because you really don't need them with 3 scorpions in the list.
Carrion are best used in a unit of either 3 or 5. 3 is enough to march block and kill war machines etc, 5 will allow you to (maybe) gain crossfire and a table quarter.
So those are the things I think will be positive changes to the list. Ultimately this kind of list tends to struggle in very competitive play because it doesn't have the synergy tomb kings need in order to function properly. It's the kind of list that will either obliterate an opponent big time, or just get butchered horribly. Should be lotsa fun though you may want to go the whole hog and add in Settra for your fun games.
Hope that helps, good luck bud!
Because Sun Tzu would play Tomb Kings...
I've played a couple games with this list (vs Chaos Mortals and High Elves, and my army was very proxied), and I mostly like it. It throws out a lot of bound spells (6 of them, with most at a variable casting value), and can burn through a bunch of dispel dice. A dispel-centric list could probably pose a huge threat, but I haven't played one yet.
I won against the elves and drew against chaos. The impact hits vs the elves went a long way towards negating their ASF. The chaos list was tougher, but my list was mobile enough to outmaneuver them, block flankers, and charge/flank the power units of the enemy without much interference. The King's setup makes him a very nice character killer, while the combination of the healing banner plus the prince's healing spear kept the unit alive significantly longer than I expected. The key was the movement spell; every caster focuses on the deathstar until it goes off. Any other magic is just gravy. The fact that the chariots are fast cav lets me set up the charge without any difficulty, then have a good chance of charging in the magic phase. I've found that the best use for the scorpions (in this list at least) isn't as character assassins, but more as delayers and distractions. Anything they kill is just a bonus.
Changes: As much as I like them, four units of chariots was just too much, especially if the map is terrain heavy. One unit is getting dropped for 6 more light cav, 1 more carrion, and probably another swarm. The swarms might be traded for more cav as well. I'm still uncertain about magic defense. I did ok these times, but both enemies were medium magic, not heavy magic. I'll have to play against a magic heavy list to find out.
Thunder rolled across the sky; and it rolled a six.