Welcome to Librarium Online!
EDIT: Some point costs removed to respect GW copyright. ~DavidVC04
Hi i have wrote a list that will be facing dwarfs, wood elves, goblins and dark elves.
This is the list.
Tomb Prince:GW, Enchanted sheild, Scorpion armour. 159 (with the spearmen).
Liche priest (H): Cloak of the dunes. 135
Liche priest: Steed, dispell scroll. NOTE: when playing DWARFS i will drop 1 liche priest with the dispell scroll. And i will add 3 chariots.
21 Bow men. 168
19 Warriors: Light armour, Sheilds and spears, Full command. 210
(3 Chariots agianst dwarfs instead of the liche preist w dispell scroll.) 120
Screaming skull catapult: Skulls of foe.
Against the dwarves i am not going to try magic as he has 7 dispell dice.
The spear men wait beside bowmen. And chariots move down flank ready for a flank charge of split the dwarves up.
The catapult and bowmen stay back and fire, when the enemy is near the bow men shall reform and charge alongside the spearmen as well as the charoits hopefully on the side. Scorpions kills the cannons etc.
Againts every one else the chariots wont be there. And the liche priest will get the bow men and catapult firing again aswell as making sure my spearmen dont get too badly injured by fire and wont put up a good fight.
Some feedback would be nice.:yes:
Last edited by DavidWC09; October 14th, 2006 at 05:54.
It's a nice army, But I would change a few things about it. I would make your prince a little more combat orientated, I would drop the scorpian armour and give him a sword of might, this will allow him to wound easier and against dwarfs with there good armour it will be easier getting past there armour, plus it saves you a few points.
For you core I would split the unit of archer into 2 units of ten and add another model to the skeleton warriors. 21 archers in one unit is to big, and you don't want to wager on always getting a hill to deploy them on. For the skeleton warriors I would drop the spears and just settle for light armour and shield, this will give them a 4+ save in combat, skeletons won't kill many model, so you wan't the enemy to kill as little as possible. Doing this will leave you with points left over to increase your skeleton unit. You wan't to outnumber your opponent, so when you beat him in combat he will more than likely run, unless he has some insane courage.
Your special and rare are good choices, Although I would highly recomend tomb guard, they are hard hitting and can get some good kills in there for CR, if you can find points to get a large unit of around 15 to 20 with command you could sub the skeleton warriors with them. They will do well against dwarfs with there killing blow to get past there armour.
I like it.
Prince- drop Scorpian armour for Armour of Ages. +1 wound gives your Prince some staying power which is nice and saves you 5 points. Im not sure about sword of might. The prince's initiative is already low so he's probably better off with a GW
Troops- drop 5 skeletons from the spearmen. maybe that extra archer too. I know big skeleton units rock, but as long as you have your prince, you should do enough CR to causing fleeing.
Special- Then take those points from the skeletons and princes equipment, drop your scorpian and put all the points into a unit of Tomb Guard. A hard hitting Tomb Guard unit is the best unit we can muster properly at a 1000 points.
Now, of course what I've inevitably done is turn your army into one I'D like to play. If yours works for you, then don't let my humble opinion cost you any victories.
Hope something I said helps.
Thanks for your opinions
I have slightly changed the list
Tomb prince:Great Weapon, Armour of ages, Enchanted sheild. 149
Liche preist: (H) Cloak Of The Dunes. 135
Liche priest: Steed, dispell scroll. 138. NOTE: when playing DWARFS i will drop 1 liche priest with the dispell scroll. And i will add 3 chariots.
10 bowmen 80
10 bowmen 80
Tomb scorpion: 85
(3 Chariots against dwarfs instead of the liche preist w dispell scroll.) 120
19 Tomb guard: Full command. 270
Screaming Skull Catapultkulls of Foe. 110
There it is again.
I haven't dropped the Scorpion as my army is quite slow. And he can really stuff up enemy plans. The tomb guard have been added joining the prince.
Any other suggestions?
If your dwarf opponent take the bolt thrower with rune of penentrating, it will blow those chariots to smitherines. Something to keep in mind
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
Yeah about the dwarf player:
His rough list.
Thane: great waepon, sheild.
Runesmith:great weapon sheild
20 warriors: full command
20 warriors full command
2 bolt throwers.
Its quite the same, if there is a weakness i could capatilise it and have a good chance to beat him.
Can anyone see what it is? Im not a dwarf player and dont know much about them.
dwafs in general are slow and im not sure but last time i played them my charecter acted as a warmachine killer equipt with the cloak of dunes moving 20 inches then casting magic to charge into 1 warmachine, maybe you could get rid of or tie up for a couple of turns at least 1 of the warmachines with your somb scorp with It Came From Below and also even against dwarf armies keep the magic pumping out it might get stoped it might not. you might win combat because of it. dont stop trying to cast just because its a dwaf army
just my opinion take my advice however you want
if he does have a bolt thrower with rune of penentrating find out which has it before you deploy your scorpion
I would forget about the chariots against dwarfs, keep going with your magic, he has 4 dispel dice, 5 if the rune smith adds a dispel die(not sure if he does). But you will have 5 dice to throw as well, 4 from from your 2 priest, and one from your prince, so you have a pretty good chance of casting spells, if you roll well or average on a critical spell it will force him to use 3 or 4 dice to ensure a dispel, making it easier for you to cast other spells.
Wait, your prince doesn't give you a dispell dice. He doesn't count as a spellcaster. Don't tell me I should be playing with an extra dispell dice?
when he said prince i think he was on about spell dice,
2 dice to decide the level for each priest and 1 for the prince giving 5 dice in total for your magic spells, meaning your getting off at least 1 spell per turn if you roll high enough.
For dispell its 2 for the army and 1 per priest and i think its 2 for high priests not to sure as it doesnt say in the army bok and ive only played 1000 points so far