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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is Skeleton Warriors.
How do you use them? Are their equipment options worth it? What is the best unit size?
Never use Spear Skeletons.
I usually take large groups of Skeleton HW& Shield, when facing armies who will not be effected by archers.
I will take archers if its more advantageous, and i will always take huge units of archers so Incantation of Smite will have more effect.
Finally I almost always put command on my skeletons warriors. Musicians are probably not needed, but champs can be useful sometimes, and Banners always help with more Rez.
As for unit size. The more combat resolution you can get the better.
Skeleton warriors are actually my favourite unit, their why i started a TK army, I find that 20-25 are what work best for me, 20 for those armed with bows and 25 for hand weapon shield warriors or if i do use them spear warriors. they are the cheapest and easiest to raise, sure they no good in combat but they can hold units in place for a good amount of time while i pick away at the rest of the army, also in the strange world of dice rolling a skeleton unit auto breaking another unit is great.
I only take bowmen, never spears or swordsmen. I take two kinds of units. Units of ten. Very simple purpose is ten shots a turn. I never have any illusions that this unit will do anything more than die in melee, so I don't plan for it to do so. The other size is 20. This one is big enough to absorb wounds and still be alive when the lich priest comes around with summoning. This one may, if I'm playing a large enough game to have a second dismounted prince (first one goes in tomb guard), have full command, including BOTUL. If not, they get a musician and nothing else. 5 spare points on a musician (there aren't a lot of ways to spend 5 points). If possible, this larger unit will set up on a hill to allow all 20 to shoot.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
I'll post a comment later on This one will work as some sort of reminder...
Btw, good initiative with this topic!
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I take a unit of spears and shields and a unit of bowmen. Full command as I always do. However I haven't had a chance to really test my tomb kings properly yet
I am a Nehekharan Newbie
Fantasy: Wood Elves, Dark Elves, Beastmen and Tomb Kings.
LotR: Misty Mountains and Rohan
I ran my guys as 25 strong with sword and board, full command. Having a challenge chump multiple times (if you get summoning off) is fun. Skeletons win by SCR, so banner and music is required. (music because skeletons rarely kill anything, so ties are more common)
The other way I ran them was 10 archers. Cheap, fulfills core requirements, and is a relatively effective shooting unit. If I was running the Khalida list, I ran at least one unit of 20, since I could really make good use of poison and smiting being a great combo.
I commonly run nekkid skellies w/ bows
no spears, no hw/sh
10-15 man units for annoying, counter charging flanks for main skelly units ( just to get rid of rank bonuses to CR), or redirecting charges (albiet a very slow choice)
20 man units for typical games ( fanned out 15 man frontage, 1+ rank @back ( for "changing formations" because "reforms" don't allow you to shoot on same turn.)
(15 or 20 man front.. either way that's what..2-3 kills maybe per turn?) I play vs dorfs & chaos mostly.
25+ for Generals' unit w/ BoUL (same as above w/ 15 man frontage) ( LOL I've been playing tk since 2004 and I have YET to get a block of TG. here's hoping for plastics).
all change to block formations when enemy is close to its charge range.
I prefer it this way..added bonus of taking less space on the field + easier to maneuver my other stuff around them.
I typically run 2 blocks of skellies. 20/20, 20/10, 20/15, 25/15, 25/10, 30/10 depending on what else i want in the army points wise.
Last edited by hymnofnot; February 10th, 2010 at 20:55.
I tend to take 2 units of 10 Skeleton Archers to support my Tomb Guard unit. The two times I used Skeleton "Warriors" they got annihilated in combined charges (once with Ushabti, the other time with a Prince-led Chariot unit) and I haven't used them since.
I've toyed with the notion of using two "detachments" of 10 Spear Skeletons to support my Tomb Guard unit plus 20 archers for an infantry heavy army. But I can't bring myself to write up the list.
I run them in units of 25+. I've tried the HW/SH/Light armor and its a wast of points, if its hitting hard enough to make the unit go away then your better off with more skeletons then armor saves.
As for HW/SH just leave them with bows. You don't need the 5+ save to be a tar unit. If your fighting something you need to tar up then your probably not going to get it anyway.
I would rather be shot in the chest with projectile diarrhea then use them with spears. Only give them spears if you like rolling lots of dice that don't do anything, (and then go play 40k)
If you have bows you can expand frontage and drop some surprise on them, when turn 6B comes I've shot that last model to give me 50% of the unit. I've killed enemy wizards in houses by the same tactic, because people forget about the bows and the no modifier we get. With great players that don't forget it limits there choices.
If I'm doing a proper tar unit ill go for 30. They work as well as Tomb guard for housing the general, because there less of a target, and if people decide to keep away from them I can still get tons of bow shots and keep the generals magic dice a threat. People will also get overconfident in there ability to kill the TK when hes with skeletons, getting them to come to you.