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I have created this thread for all of you...
The reason to this thread is simple. It's open for all kinds of questions. Just ask, and I will do my best to answer. Everyone is free to add a question or answer. Post your question here if:
- You have played against TK, but suspect that your opponent cheated or misread the rules in one way or the other.
- You are playing with TK but suspect that you've misread the rules or just want to point out something strange in the TK Army Book.
- You are playing with TK but are new to the forums. You don't know how to post new threads or where to post them.
- You are playing with TK and need any Unit Guidance (Ex: You want to know "how to use Carrions" in a "specific situation").
- It's just about ANYTHING TK!It has been active in more than six months now! Keep it up, and ask whatever you're wondering about.Hope you like it! I will put much effort into this thread if it becomes active
Last edited by Nagash; May 10th, 2010 at 10:17.
Well i've got one question. I've played most armies now and the only one i really struggle with is WoC at 2k points (i've lost twice badly, drawn once). My opponent usually runs alot of knights/dragon ogres/magic/marauder horses. How do most people deal with these guys, at the moment my issue is that once anything in his army (besides the maurader horses) hit combat they seem to demolish everything bar my tomb guard with king (only unit i've found who reliably takes out knights). Any sneaky tactics i should be trying? Next game i plan on adding in 5 carrion to march block but i can't block his whole army.
I regularly play against WOC at 2k. So far it's pretty even over 5 games.
The cheeky monkey has Mark of Nurgle which maks +1 to hit for me every time.
SSC has made a frequent mess of dragon ogres and LARGE (30+) blocks of skeletons seem to make him avoid them or get bogged down in prolonged combat.
Fear is still your friend but I do seem to benefit from his appalling dice rolling - ha ha.
King+FoS has taken out 5 marauder knights in one go, a flying daemon prince got minced by the same combo and even the Casket has had successes.
Just keep plugging away, try different lists and you'll hit on something that works against certain units.
What's your favourite food and drink?
Oh, and is the tomb prince in low point games better off in an "anvil" block of spearmen, solitary or with the archers?
I like my prince in archers so that i max his magic potential sammy,
in regards to WoC eldar i find my skeletons just get crumbled by anything he throws into them sure they hold him up but their not really doing much of anything. My casket i took last game but he shut it down going heavy magic so it never cast, catapult i have been unlucky with and hasn't done much of anything in most of our games. Same with my scorpions they usually do nothing against his knights and only really excell at killing his marauder horsemen (anything can kill these guys)
When playing against WoC, much depends on your ability to outmaneuvre your enemy. Play with Ushabtis and make sure that these survives to see combat.
First of all, I will once again suggest (and shortly describe) my little favourite tactic, using five Carrions, one SSC and a Casket. Place the Carrions behind the enemy lines so they cover the rear of as many units as possible. Make sure that they do not get involved into combat.
Often, your enemy has the choice to let the Casket go through or to let you shoot twice with your SSC. Whatever he choose, it will be devastating. (As long as he do not have any Dispel Scrolls - be careful about this!) Make sure you try to kill as many models as possible of those in front of your Carrions. If you manage to kill 25 % of them, they will have to make a panic test (Or if you have used the SSC, only one Wound is needed ). If the enemy unit flees (directly away from the unit that caused the most casualties) it will get catched by Carrions.
In the Shooting Phase, you'll get an extra chance to do this. With the chance to take out whole units in one turn, it is VERY effective if you want that perticular Unit away from the table edge (the better the unit is, the tougher it will be to break it this way... But with Skulls of the Foe, you'll manage to do alot more). Not only the Shooting Phase grants you a chance to cause the effect, but also the Magic Phase.
Secondly, I will suggest using a Tomb King. PLace him in a Unit of Tomb Guards with Icon of Rakaph. Give him the Destroyer of Eternities and Collar of Shapesh. Let the Hierophant fly (Cloak of the Dunes and Hieratic Jar) beside the unit and resummon TGs that dies. Make sure that an enemy CANNOT charge in one turn, but needs two turns at least to charge our dearest Liche Priest. If they place a unit to make a charge on the Hiero, it will quite often have a flank open for the TGs.
If it all turns out well, and no one tries to charge the Hierophant, you will be able to use the Hieratic Jar in a way to secure a 12" charge with two free reforms (!). (You will have four chances to cast Urgency, a total of 6 dice.)
Next up, watch out for Characters! Counter your opponents heroes with your Prince (Good build is Armour of the Ages, Vambraces of the Sun and Great Weapon), counter his Lord with your King. If you play with a LHP (not my suggestion), you will have some problems to take on a fully kitted Lord - I promise Watch out for Characters with S7! They will easily break our dear Chariots.
And now, know that I do not know your opponent and what tricks he may use Be sure to try these "General Guidelines" and see if they will help you
Casket, Area Limitation: Place your Casket on a place where your opponent can avoid seeing it. I do not say that you should put it behind a forest or something like that, but just make sure that at least one obstacle or forest is blocking other units' line of sight to the Casket. I call the areas you've covered (where your opponent WILL see the Casket if he moves there) the "Secured Area". Your enemy will often try to avoid this area, for he knows the same as you - if he goes there with one unit, he will risk the Light of Death.
This is a way to use the Casket in a more agressive way that reduces your enemies movement limits. It does not kill as much units as it usually does when placed on a hill, but it will grant you many tactical benefits back in return.
ICFB, Range Markers: When you deploy your ICFB Units, place them close to the middle between the units you know you will shoot at and your SSC. This will help you aim more accurately, as well as it will give you some threats that are immune to everything in the beginning of the game. Note that this is a VERY sneaky subtactic. Not many opponents will like it, but until you've learned to guess the range well enough, this "cheat" (it is not anything that will grant you more morale) or "tactic" (it is still not against the rules) can be used to help you out
These Sneaky Ones are the only I will write about today
Hope It Helps!
Food: A family meal. Roasted bread, shrimps and a strange sauce with a mix of spices. All this together, put in the oven for a while - Result is Yummy!
Drink: COCA COLA! Ofc...
- Put him together with Bowmen to add a little extra shots. This will make hid D6 MWBD more important to dispel in many situations.
- Place him with the SSC Crew. Now we're talking
Oh great High Priest of LO, speak to the gods and find out how long it shall be until your King's work load is reduced and he is is able to once again devote a decent amount of time to helping out the great peoples of his great kingdom...
(Basically, hey! im still about but very busy irl lol)
I have a question for you Nagash.
If the equation -x^2 + 2(k+2)x - 9k = 0 has two imaginary roots, what are the values of k ?
(Hai! Hope to see you around more soon. Quite boring to be the only ruler - except from the Princes, hehe)
I never said that I could answer mathematic equations Nice try!