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I have a 2K pts. tournament coming up in a couple months and I've decided to play my brother's TK army instead of my Brettonians (last tourney I won all my games with massacres so I'm looking for a challenge). Below is my list with the tactics I'm planning on using. I know I'll be up against four of the following armies for sure: High Elf, Wood Elf, Vamps, Dwarfs (2 cannon and flame cannon), Chaos Mortals, Orc/Gob, maybe Orge Kingdoms, Lizards and/or Brettonians too.
Tomb King w/
Cloak of Dunes
Spear of Antarhak
I know CofD is for Hierophants but hear me out. Tomb King will move rapidly to tie down my enemy's largest unit (unless it has a Vampire). I'll move 20" then use urgency to charge. (We deploy 24" apart) I hope my opponet will let it off hoping to kill him with resolution but as he has Scorp. Arm he can only take 1 wound from resolution. He'll use the great weapon on his first charge and when he smites. then switch to the spear will so he can recover any wounds allowing him to cause havoc for as long as possible. --Thanks to whomever posted this Idea on another thread--
* I'm aware of the "you can't change weapons in combat" rule on page 88; however, it says troops can't change weapons but doesn't specifiy characters as in the preceeding paragraph. If I'm not allowed to switch the to weapons I give the Tomb guard a musician.
Prince on Chariot
Chariot of Fire
3 Chariots and the Mirage standard
Chariots will move as quick as possible ahead and sweap away weaker units or make rear charges against enemy units that turn towards the Tomb King.
Liche Priest - Hierophant
with or near
25 Tomb Guards
Champion, Standard - Undying Legion Banner
Hierophant will deploy behing or with the Tomb Guards at the centre (depends or enemy ambushers/scouts/flyers).
Collar of Shapesh
Casket of Souls
I don't expect to get the casket off and I'm debating dropping it. My reasoning for having it is pyschological, hoping to tie up dispel dice and scrolls, to make my incantations easier to cast successfully. Any wounds to the Liche will hopefully be transfered to the Catapult. Can you transfer wounds to the Casket itself as it can't be wounded, probably not right?
The catapult will benefit from the Liches Smiting if I can get the incant. off.
Support the Tomb Guards; Protech the Hierphant
I only have 1 model so I can't take two (don't even try to convince me :cry:
Scorpion can use ICFB for warmachines or to support my Kamakazi TK
2 - 10 archers
Basically there because I need core choices and to take pot shots.
Well there is my list for now at 1999/2000 points.
Thanks in advance for your constructive critism.
It doesn't really matter either way because if you have a magic weapon then you have to use it, you can't use the great weapon at allOriginally Posted by jcord
What's more, a TK character can't have a spear unless they are riding in a chariot.
TK characters can not have a mundane spear but if you look at the magic list you'll see "Character in Chariot Only" writing under items. That line is not under the Spear of Antarhak so it should be able to be used, all be it not to its full potential, by a character on foot.
Very true. Unless the magical spear states this, you are free to use it. You will also forced to use it over the great weapon.Originally Posted by jcord
You will need more than 1 dispel scroll (the brooch) to contain your opponent's magic phase.
I think you should downsize the tomb guard and include a rank and file skeleton unit. Why ? even if they are tougher than skeletons, they will stil start to crumble fast if they get flanked and outmannouvered, and they'll add to your model count, making it a bit more forgiving if you stumble on a bump or mistake.
I like your caracter selection, I am using something very similar at the moment.
I played this list today and made some minor changes.
1. I cut the Tomb Guard to 20
2. Removed the Ankhar from the Hierphant and gave him the collar
3. Gave the Casket Liche a scroll and Hieratic Jar
4. Altered the Archers to 10 and 15
5. Dropped the TK's great wpn
6. Some other tweeking ending in exactly 2000 pts.
The army worked well against the lizardmen army I faced thanks to some really bad dispel rolls from my opponent and his three misscasts.
The Tomb King tied up a 20 saurus warrior unit (spawned and equiped up to a 2+ Armour Save) for 5 turns despite only doing a max 2 wounds a round (so many 1s and 2s). He was finally slain by a Saurus Old One from another unit.
My tomb guard didn't fare as well. They where shot to pieces by skinks and eventually finished off by Kroxigors.
After six turns all I had left was the Hierphant, the Casket and crew, and the Catapult and its crew; however my cold blooded friend was killed to the man.
Saurus warriors with a 2+ save? i think your 'friend' was telling you porky pies:yes:Originally Posted by jcord
This is true. You can only give a blessed spawning once to a unit, so they will have a unit of saurus.Originally Posted by Stonehambey
Here is how saurus warriors have a 2+ armour save.
Scaly Skin 6+
Light Armour 4+
Hand Weapon and Shield in H2H Combat 2+
however we did realize later that he didn't have enough core choices because of the blessing.