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I am going to be fielding an 1k point army and I was wondering, should I use 20x Skeletons with a shield and armor for 205 points or should I use 15 Tomb Guards with full command?
As a positive for the tomb guard they are toughness 4 and str 4 which means they will hit on 4+ against almost all troop types and most troops will need a 5+ to wound them.
Skeletons on the other hand I could have 4 more of them for 5 points less and they are easyier to ressurect. They do only have a toughness of 3 and str of 3 so most enemy's will wound them on a 4+ and they will wound most on a 5+.
Just to try this out.
4 tomb guard vs 5 skeletons for hits vs a str 3 toughness 4 enemy with a 5+ armor save.
Skeletons 5*.5*.33= .825 wounds then .56 wounds after armor.
Tomb Guard 4 *.5*.5 = 1 wound before armor then .83 wounds after.
I see the skeletons will do less but they are more of them and the extra rank bonus will help. I am not sure! What do you all think? If I went 5*3 with the tomb guard with a prince is that worth the 300 points?
Well enough rambling please tell me what you think of tomb guard vs skeletons. Also, my main core will have 2x units of 10 bow skeletons so thats my core and I have 1 special choice I could use for the tomb guard.
What does the rest of your army look like? It really all depends. In Tomb Kings.. numbers are essential. A unit of 15 tomb guard can crumble.. fast. The bonus to TG is that they have Killing Blow.. but I cannot stress enough.. do not rely on that.
Well they are toughness 4 str 4 which makes them a lot stronger then a normal unit. I am thinking 3x Ubashi, Tomb Prince with the tomg guard, 2x units of 10x archers, tomb scorpion, screaming skull catapult, Liche.
I have some staples that I keep in my list... I always always always include the following:
At least 1 unit of 20 archers
2 Priests - minimum
Screaming Skull Catapult
at least 1 Tomb Scorpion
And either Tomb Guard OR Ushabti... its not required to have both.
With Tomb Guard and Ushabti being the most expensive units we have.. using both could be a huge burden to the rest of your list. You don't want to sell yourself short, especially when playing games that are under 2000 points.
Why does everyone take the musician and also whats the point of the unit of 20 archers? Only the first 4-5 can fire anyways.
Now.. as far as having 20 archers....
Tomb Kings is a numbers game. You want to always have the upperhand with outnumbered. Because, once you're in combat, we both know you'll never win combat res based off of wounds (unless you roll a TON of 6's.. and id be jealous of you). So win with ranks, numbers, etc. You can definately shoot with more than 4-5 at a time. Slap a unit of 20 archers on a hill.. 10 wide, 2 rows. When the enemy advances, change your formation to 5 wide, 4 rows. The nice thing about skeleton archers.. is we dont have any modifiers to shoot.. we ALWAYS hit on a 5.. so reform away! I take at least 1 unit of 20 archers, always keep them stationary on a hill .. 10 wide.. 2 rows. Thats 20 shots per turn, and 40 shots per turn with Incantation of Righteous Smiting.. And in my army, I play with Khalida (gives my archers poison arrows).. so any 6's to hit are auto wounds..
Taking 2 units of 20 archers that work that way... 80 shots a turn with poison can be a very serious threat.
But.. you have to make the enemy come TO you.. thats what the screaming skull catapult is for.
Thank you for the help. I only am going to play 1k points to start. I started tomb kings for the Ubashi. Would you keep 2x units of 10 or 1x unit of 20 at 10 wide? I only have 1 lich so I mean if I go a unit of 20 thats 40x shots if they don't dispel. Well thank you for the help. I am used to tougher armies so I tend to pick the tough units.
Do you only have a total of 20 skeletons? If so.. make 1 unit of 20, 10 wide, until the enemy gets close, then reform. Try your best to keep them on a hill.
And usually when you buy the Liche Priest blister pack you get a foot priest and a mounted priest in the pack. Since you only have one priest and a prince.. you're going to be hurting to get your spells off. Especially if you play armies like Dwarves, Vampire Counts, etc. They tend to have a lot of dispell dice. If you can, work some bound items into your list to get even more spells off and force people to use those dispel dice early.
My list usually consists of Khalida (she cannot be dispelled.. kinda nice), a prince (he usually gets his spells off), and 2 priests (one in a casket of souls, one on foot). I try to keep my priest near my Catapult to launch that bad boy twice in one turn. With a Casket of Souls... people tend to save their dispel dice to keep that bound spell on the casket from going off.. so both of my priests, prince, and khalida spells go off quite a bit.
Now.. that doesnt mean you should rush out and get a Casket.. but I think you should focus on getting another priest in your list somehow.
In the army section there is a suggestion and an army I have been thinking about. I am not magic heavy as I like troops and I love strong troops. My list I have made only has 2 units of 10 with stre 3. Everything else is 4,5,6+ I like to rip though troops. I guess I am just comming back from a time when magic was a pain to use and it was all on cards and in books. I got the tomb kings book for one reason, the Ubashi, they look so nice and models!
In a smaller game, I think the smart option is to go with the archers. They are cheaper, and leave your special choices open for the Tomb Scorpions, who are especially devastating at the lower points games. Essentially they act as extra combat characters, with the stats to back them up.
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