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First time here, thought you might be able to help with a new list I am putting together for a campaign that I will be a part of over the next few months. The specifics are as follows.
Each team of four consists of four individual armies. We are using Mighty Empires modified rules. We are starting at 1500 pts, with a max of 1 character slot for each city that you control. After you take a farm, you get another 250 pts to spend. As it stands, each team sits next to at least one farm. So its probably good theory that I will have 1750 before my first fight. I will only be fighting against the four order players.
As it sits, I will start by upgrading my keep to a city, so that I can have two character slots, instead of one. So I need help making a list against any of the order armies. We do have to have a base list that will not be able to change unless we get more farms.
So, in all I need a basic list following all normal build rules that is 1750.
Hi there David,
What sort of playing style do you go for?
IMO, mass archers may be useful here, seeing as abt half of your enemies are T3 (not quite sure abt Bretonnians, pretty sure they have some T4 stuff in there).
In all, im not really sure what I am looking for, I am also new to the Tomb Kings as a whole. I just bought somebody elses army and book from them. I have an idea, but I know there are a few things that I have to consider. For instance I already know that the only armies I will be facing off against. Against Dwarves and Bretonnia, their saves are what is going to annoy me. Wood Elves and High Elves less consecerned with that aspect.
I am thinking, since I get one rare slot, for my money, the best option is the Casket of Souls. I have to have a hierophant, so I put him back with CoS. I am thinking that with the same restrictions that I am having there will be very little magic being flung around. I could use this to my advantage, bound items and magic will always go through, unless they don't care about losing models to the CoS.
I also have the option that no one else does, my core unit of skellies can be switched from their equipment, thus making them bows, or swords and shield between each battle. So long as I do not change the core unit choice to another core unit. I really like the Tomb Guard, for their KB aspect. I also like Carrion and Chariots for their speed. Being able to make a huge charge move from across the table at WM's is amazing.
Other than the basics, is there a good selection to start with?
Ok I'll post up something for you later as and when time permits. See if it suits you or not
EDIT: Ok, see if the below list fits what you have in mind (comers up to exactly 1750 )
A word of advice, the CoS attracts a lot of attention and hate, the last thing you want to do is to put your hierophant there. Instead, the below build utilizes the flying phant, so he can escape if threatened / relocate to where his incantations are needed most.
Armor of the Ages
Vambraces of the Sun
Liche Priest (Hierophant)
Cloak of the Dunes
Casket of Souls
Skeleton Archers x 25
Skeleton Archers x 25
Skeleton Light Horsemen x 5
Skeleton Light Horsemen x 5
Chariots x 3
Carrion x 5
Tomb Guard x 25
Icon of Rakaph
Last edited by Yamabushi; May 11th, 2010 at 06:20.
Thanks for all the help, I should be having my first game tonight. More than likely, I will be facing off against the Wood Elves. I have three lists made up, focused on general defense, but also better trained toward Wood Elves. The player has a tendency to run the same list I have seen him run many times over, mostly it consists of using multiple casts of Tree Singing to get hits and move terrain in the way of my units. In an average magic phase, he can cast that spell any number of times as he has dice to cast it. The usually means with the one character slot that he is allowed to have, he will cast it 5 times. 4 from the Spellsinger, one from the Treeman.
This will also only allott him 3 dispell dice and maybe a scroll to use. At 1500 pts, I will have a liche priest, and a tomb prince. That gives me two castings of incantations, and the Hieretic Jar. Hopefully that will get me at least a decent Skull hit on the first turn.
I will get a battle report once it is all over, hopefully it will go well. I will also also post the list that I used, hopefully that will help others when they are in a situation as such.
Nice, you've got good help from Yamabushi
However, the Priest cannot sit in the Casket in addition to a horse. Add a skeleton Bowman, and just delete the skeletal steed = Problem solved
So, last minute change. When I got to the campaign last night, I ended up fighting a dwarf gun line. Needless to say, I was damn near wiped to a man. I never got into hand to hand with any unit except for my two scorpions. They each lasted two rounds, before they were demolished. So, here is the list I ran. In the campaign we are running, is is most likely going to be him fighting me again next turn, as he has me boxed in on the map after the brutal onslaught of last night.
FC - Shield and HW
Light Horse x5
Tomb Guard x20
Tomb Swarm x3
So the game started off, with my 2x HtH units just off the front line, in case I lost the roll to go first, my archers were about 2 inches off the front line, vs. his handgunners. Prince in the Tomb Guard unit, and Priest with the Catapault.
I went first.
So move 4", to save you the time this is what the block units did every turn, and since they never got across the board, thanks to a flame cannon and three cannons, you can see why I was a little upset.
My cav ran through a forest to keep out of line of sight for a turn.
Magic went something like this all game. I cast d6, he dispells on a d6 I cast 2d6, he dispells on 2d6. The only spell that I ever got off was the hieretic jar, because he wasn't expecting it. oh and he let me have urgency once, becasue he didn't know that hieretic was one use only.
Lets see I forgot to fire the catapault one turn because of guess weapons first, but no big loss the whole game it only hit twice and that unit took a total of 5 casualties between both hits, and never panicked.
So the remainder of the game which took a total of a 1.5 hours, consisted of me firing 10 shots at his thunderers, hitting 3, wounding 1 or2, him saving 1. 10 shots at a cannon crew, all shots randomised into the cannon every time -1.
Overall, very disheartened.
So, what can I do about the next time, where I will fight him again, this time he will have 2000 pts, because of his victory and I will be at 1500 again, but with an additional character. So I guess that means a standard 1500 pt list.
Oh, then next match will be pretty hard for you - I suppose
Can you change the list till then, more than adding a hero?
Yes, I will be able to change my list. Since I was able to get another character slot, I am able to rework the entire list.
I am also able to pick the scenario for the next game, that is if he decides to move in to take my capital. However, because of the way he spent his points last time, he will have 2000 pts, vs my 1500.
As far as scenarios go, I will have to let you all know what scenarios are available to me.
Thanks for the help.