Ok, after analysing a recent army list, i have decided to make this thread. It will be stickied, for quick and easy access to your posts. Basically, if you have a point which you make a lot when commenting on army lists, then make a post here and include your thoughts in it. Then, instead of explaining, being questioned and reiterating a point each time, you can just put a link to this thread (directly to your post)
Personally, i have a number of opinions to get down here:
Skeletons: Bowmen vs HW/S vs Spears / Command
Skellies are the Core to many TK armies, but what are they worth?
Personally, i always use Bowmen, in large units of atleast 20. These give me some ranged ability other than the SSC early in the game, and are good for shooting small units, skirmishers or killing the odd infantry to deny the enemy a rank bonus. Whatever their formation, they will all get to shoot at large targets or enemies on a hill, handy for putting wounds onto Giants and the likes, and holding their own in a shootout vs enemy troops. When the enemy gets closer, they reform into a combat block, ready to take enemy charges and act as a sponge or to see them off with Fear and Numbers. So, thats the Bow skellie, but wy dont i choose the option of Armour? or get some more attacks?
Well, it all comes down to personal opinion. If you swap the Bow for a HW, you lose your ranged capability, but gain a save in combat. This can help them act as a better sponge, but more often than not youll be facing S4+ enemies, so your save gets negated. And whatever you do get to roll has a low chance of being saved, whatever losses are taken can always be healed back later if need be. Without the bows or spears though, youll only ever be using this unit purely defensively, as their low number of attacks wont hurt a lot.
Then we come to Spears. This upgrade costs you an extra point per skellie, but you gain a second ranks of attacks when charged, so its a good thing for defensive units then? Well.. not exactly. The skellies take the charge, the enemy attacks first and will probably deal quite a bit of damage. Your save is even worse than with HW/S. SO by the time you get to attack back, chances are quite a few of your skellies have already fallen. The few that do get to attack back wont do much damage, if any. Any enemy with WS5 OR T4 OR a 4+ Sv or better, will easily shrug you off, and even against the average enemy youll probably only score a wound at most. So, back to bows. The best defence is a good offence, and i think removing enemy numbers before they get to you, rather than after they charge you, is always a better idea.
All of these skellies have the option of Light Armour. Dont bother with it on Bowmen, easily negated and rarely saved. On Spearmen it brings your save in combat in line with HW/S so dont bother, especially as this now makes them the most expensive choice points wise. The only unit that should have LA are the HW/S warriors, this gives them a decent save in combat. Again, it is often negated down to 5+ or worse, but if you do want HW/S Warriors to act as the best sponge available then i recommend taking it.
Now, on to Command options.
There is always a Musician in my 20+ Bow units. Many people have questioned this, but i stick with it. As TK never flee, it only ever comes in in the case of a drawn combat. If the enemy doesn't have a Musician then they will be taking a Break Test, which with a large unit of skellies against them will likely be needing an Insane Courage roll to stay put. If the enemy also has music, then its still drawn, fair enough, but if I didn't, id lose a Skellie, which costs more than the Music, so its made its points back already. Therefore, id always recommend a Musician for any Skellie unit that is atleast 20 strong (Including Characters)
Standard Bearers. Personally they are a no, just incase I ever have to throw away a skellie unit. If a banner was captured by the enemy too then it gives them 100 Victory Points, not good. If you go with Spears or HW/S however, then take a banner too, as both units need all the Cres they can get. The HW/S warriors acting as your best sponge, shouldnt be crumbling fast to many enemies. And the Spearmen need it to add to the Cres from their numbers and attacks.
Finally, a Champion. Never take one in any unit, except if you have a Prince or King in a skellie unit, and some points left over, and want something to take Challenges in their place. OR if you know before hand that you will be facing a Character mounted on a Monster, then put Champions in all your Skellie units and use them to challenge the enemy Character. If the Champ dies, just heal him back, as well as some of the skellies lost through resolution, and use the unit to pin the likely expensive and deadly enemy character in place for the rest of the game. Who knows, if youre lucky then the enemy may even have a bad turn, and the skellies will win the combat!
Hierophant protection: Cloak of the Dunes
The one guy in our army that you really cant afford to have killed, many peoples instinct reaction for protection is o throw some sort of save at him, usually in the form of the Collar or Golden Ankhra.
These 4+ Ward saves, in general, wont save you from much, and come at a cost. Take the Collar and it severely limits the movement of your Priest, hence limiting the effective range and use of his incantations. The GA (on a LP) also indirectly limits movement as he will be unable to be given the chance to fly. On a HLP you have the allowance for additional items too so he can be given this protection and the flying ability, but the protection is pretty costly and with the Cloak too, the GA shouldn't really be needed anyway so long as you're careful and clever.
If you take a Cannonball hit, there is a 50% chance the priest will survive (ish...) when given a 4+ Ward. But wouldnt you rather not take that risk of failure in the forst place? Same thing against missiles, Killing Blow, Poison, there are plenty of dangers out there to sneak up on you. All the opponant has to do is to cause 2 wounds, meaning that in general 4 wounding hits are needed from missiles (3 / 6 for a HLP). Facing 20 skinks at close range with Poison, that save suddenly became a large waste of points.
So, what to do?
Well, the standard equipment for a Hierophant is the Cloak of the Dunes. Having the ability to fly is fantastic, increasing his movement 5-fold, or more considering he can now move over other units and terrain. Using this, you can generally always make sure that your valuable Priest is safe from harm, either by keeping him behind your own units, behind terrain, or even behind enemy units! Just always make sure that no Bolters, Cannons, Missile troops or even other Mages with Magic Missiles are able to target him. It sounds like a lot of things to be avoiding, but between positioning of your own army and the opponents, then most of these will be shut off by other units anyway.
Remember also that 3/4 of the key TK incantations require no line of sight (and the Magic Missile is rarely used anyway) so you can sit behind a forest an easily support your forces from there. And if the Priest is out on the Flank assisting your Chariots, but things go wrong and the Chariots crumble, then the Priest can be quickly brought to safety by flying back towards your main army ready to help out with his incantations there.
Chariots: Unit config
Gonna keep this simple and short:
If you have a unit of 3 Chariots, keep them naked.
If you go for 4, add a Standard.
If youre adding a Character, add a Standard and Magic banner and possibly Music.
Ushabti: Unit config
If your army size is 1K or less, and you want Ushabti, then a unit of 3 is fine. However, anything above 1K deserves taking a unit of 4. In larger games, 3 Ush are just unable to take a charge from any decent opposing unit and stil be able to hit back hard. With 4, you can lose one model and still swing back with a lot of power. Ofcourse, make sure you use spells wisely to keep them surviving, and if you can magic in a charge, even better!
My words, taken from another thread, concerning...
Tomb Guard
Tomb Guard are essentially Skeleton Warriors that can actually fight. At a cost of +3 points (over HW/S/LA skellies) they have: +1WS, +1S, +1T, +1I, +5Ld, and Magical Weapons with Killing Blow. Not bad eh? To me atleast, on paper, it looks amazing.
Now im going to dig a little deeper, unearth the points that are perhaps less than obvious when simply choosing an army list from the army book.
Generally when i see an army list containing TG, it is one of two types:
- A list with a large TG unit to house the General, supported by skellie warriors (for which i suggest 2 units of 20 bowmen w/ music).
- A list with few numbers and little killing power, with just one large TG unit, supported by Light Cav, small skellie archer units, etc.
The first setup i fully support and encourage. The second is the type of list i have a "problem" with, and the reason is simple; TG are not the most effective choice for the army! Why is that?
When used in list type 1, as an anvil unit supported by numbers their increased T over normal skellies makes them a great choice, as they can act as a "sponge", taking fewer casualties and dealing a little damage in return.
When used in list type 2, the problem comes in the fact that +3pts per model quickly adds up! Compare 20 skellie bowmen for 160pts to 20TG for 240pts. Add to that the usual full Command and Magic banner, join in the usual DoE King and thats a massive 600pts of your army! All contained in a nice little 5"x5" square... with M4. If the enemy doesnt want to meet that "powerhouse" in combat then its really not that hard to avoid.
Wait... why the use of "s around powerhouse? Well, lets take out the King for a moment (He could also be granted to a similar sized skellie unit). Whats left? A 300 point unit with WS3, S4 T4 and KB.
I think the major issue is Killing Blow. Its ruling means that in most games, its vital role is played as a Character Killer, this is why our Scorps are so good. Generally youll see TG ranked 5 wide, and lets give them a champion too.
So you have 6 Attacks at WS3. Dont nearly all TK players slate the Bone Ginat for having a "poor" WS3? So TG hit as well as a BG... fantastic!
Once half of your attacks have hit (good average) then you have 3 rolls to wound. Lets say a KB, 1W and 1 fail. So thats 2 wounds youve put out. And im being generous on the maths, And thats if you strike first!
Lets face it, M4 is... poor. And I3 isnt anything special. Especially given the blanket ASF rules, Hatred + High Init, etc that were seeing now. Chances are with just a 4+Sv, youve already taken a casualty or two yourself.
So that powerhouse unit doesnt really look so strong anymore... What other options do we have? What possible replacement could there be that fills the necessary roles, but better?
As most TK players should be aware, TKs are an army where the sum is far far greater than any individual piece. Each unit has a specific role, and (generally) must be played together with each other unit for maximum effect. Your Liche Priests form the core of the army and everything works optimally off their backs.
So rather that the TG unit, lets try a unit of Skellie Warriors (with bows, for preference) and (the recommended number of) 4 Ushabti. The Skellies give you cheap numbers in combat, for static combat res and sponging. The key bit is comparing Ushanti to TG in combat. You lose KB and gain... +1WS, +2Str (S6 striking in Init order!), +1M, and +2Ld. Also the front of a standard Ushabti unit puts out 12 WS4 S6A compared to the 6 WS3 S4A from the TG. Who needs KB when you have a -3Sv mod? Against standard enemies atleast. As i said earlier, KB is best saved for assassination.
So there we go, the major downside of Ushabti is that it tries to combine two rare and key roles required in a TK army, and falls a bit short of both objectives. And when yopu can have one unit crawling into combat, or two units able to work independantly and/or come together to achieve the same objective but better, the natural choice for me atleast is to leave the TG in the case...

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