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G'day my fine lords and ladies; I hereby present this thread to you all for use in the fighting against Tomb Kings. This is to be used in whatever way you all seem fit but the idea I have behind this is...
A tactica type thing. All generals are welcome to post here any tips, tactics, unit break downs, do and don't of the armies and all list break downs (note - not army lists but maybe a skeleton list used to build off etc)
Well that's the idea, I hope it works. I will be watching these and any abuse of thread or things I decide that are not to be in here will be deleted without warning.
Last edited by King Ulrik Flamebeard; September 24th, 2005 at 17:40.
I did feel a bit sorry for you seeing these with no posts in whatsoever! So I thought that I should put something down. There are lots of weaknesses of TK that are relatively so exploit if you have time to write up a careful army list then you should already have the upper hand. But here's one thing that my best friend did to me yesterday that was a really good tactic: (It is for high elf players.)
Using annulian crystal, cast flames of the phoenix against the main TK skellie unit. Then, if it isn't dispelled then it will be impossible to dipel in his own magic phases as he only has one power dice. If he chooses to dispel it in a later phase with his own dispel dice, then you can have a field day with your own spells. (Fury of Khaine etc.)
What do you think.
I hope that gets the ball rolling.
"Time is a great teacher, but unfortunately it kills all its pupils." - Hector Berlioz (Musician: 1803 - 1869)
i havent played with my tomb kings in a while but from what i remeber there are a few big weaknesses
- target the heriophant (your opponent is meant to tell which priest is the heriophant) if u have spells that dont require LoS target him. the tomb king player will do everything he can to stop these going off. if u have a small flyer unit or fast cav unit u might wana go head hunting just remeber these guys will normally have the cloak of dunes letting them move like flyers and the will (or shud b) well protected.
-make sure u think ahead in what the tombking playa will cast just because something nasty is going to happen doesnt mean something worse will happen if u use all your dispel dice.
-if he/she has chariots target them with stregnth 7+ weapons or multi wound weapons, remember the can move a possible 24" a turn and are fast cavarly be very careful about them getting round your flank cause they'll cause a whole heap of trouble.
watch out for tunneling spiders/swarms emerging and charging war machine/archers i would recomend spreading out your war machines if you play against someone with these or leaving a small unit to deal with them once they emerge.
-if they have a casket send something at it if you can it cant run away and even if you send something small at it a TK player will expend alot of energy to get rid of the treat.
-if u play with a army that panics try to keep all yur units close to your general 1 for fear test it can be a real plan ruiner for a charge to fail cause of fear and 2 screaming skull catapult only need to inflict 1 casuality to force a panic check and they will normally make you take that check at -1.
-be wary of fear in combat try to whittle down units that will outnumber you in combat with shooting/magic auto-breaking can be nasty.
-remeber that TK archers will always hit you on fives so your skirmishes in that hard cover arent all that safe from bowfire.
-alway b wary of double movement phases jsut cause a unit cant c you at the end of your turn doesnt mean it wont b able to charge you tombkings magic lets the unit have a whole new movement phase so units can reform in 1 to face and then charge in the next.
-ushabti and tombgaurd are the only units that can really take things on with out support if you can isolate the big bloks of infantry you can beat them with combat and resolution if you can flank charge thus minusing ranks and start to outnumber skellies start to crumble very fast.
-if you arent decsive with a unit whn assaulting TKs you find that a good playa will hold you in place (unbreakable and summoning back dead skellies) and then set up flank charges if try and do 1 killer blow compared to charging in units at different times and if you must makes sure you are been lured into a flank charge remember those doule movement phases.
well thats all ive got time/will power to write at the moment (realli tired) hope thats sort of what you wanted.
I haven't played as or against TK yet (still debating whether or not to start them, a Cult of Slaanesh DE army, or an Orcs and Goblins force), but I would reckon that seeming as how the lifeblood of the Tomb King army is its characters, and each one of them is flammable, then taking the Lore of Fire in a magic-heavy or even semi-magic-heavy army would very quickly decimate them.
Also, armies whose characters can take cheap fire-damage upgrades for their weapons (such as Dwarfs with that one nasty 5 point rune), should always do so when facing TK. A tooled up Tomb King is one of the better and more resilient characters in the game (able to have 4-5 Wounds on Toughness 5, and can be healed by any nearby Liche Priests!). But with flaming attacks, each wound inflicted upon him instantly becomes two. Suddenly...poof! That big scary king of old is a pile of smoking embers against a character with flaming attacks.
I think bear got most of it down, but i would like to add that although big and scary, undead constructs only have a 5+ save for starters, so hit them with anything above strength 3 and they dont like it, believe me!
only going to say one thing. dwarf thane with grudge stone, 20 ironbreakers, immune to fear banner, sorted.
its impossable for the skellies to move these. and just to be sure, have a unit of long beards on one side of the unit (re-roll panic) and thunderers on the other.
move aside manling this is dwarf work......
are there any general tactics to use when playing agianst TK with Von Carstien vampires? thanks
i didnt think TK werent effected by things like annulian crystal, because of there incarnations dice was different?Originally Posted by Aegir
Tomb Kings can be a pretty tough army to play against,depending on the general.There exists two main type of TK armies - the shooty and the stompy kind.
The shooty usually includes one or more blocks of skeleton archers,some catapults an possibly a casket or a second catapult.These type of armies usually rely on the Smiting incantation to deliver two shooting phases to some of the units.
The second type is usually led by a Tomb King and consists of lots of chariots,horseman and harder hitting units such as Ushabti and Tomb Scorpions.As posted above,they can reach a 24" move using incantations,causing fear and impact hits as well...
The best way to deal with TK is to keep a tight lid on their magic phase - since they aren't able to march it hurts when you can only move 4-8" per turn...
Luring charges towards str7 hits helps A LOT against chariots - I play Lizardmen,so skinks usually take care of this job for me.The rest of the blocks shouldn't be too hard - skellies suck in combat,the fall apart and tend to get left behind by the faster moving units.