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I usually lose to wood elves and i play tomb kings, i usually use lots of cavalry meaning chariots and horsemen and tomb guard with a few ushabti a bone giant(:yes: ) and some carion, he uses 5-7 wild riders 10-13 wardancers with a wardancer noble, a spellsinger a unit of archers and a unit of dryads 10-20, with a treeman.
I usually lose:cry: :wacko:
First off archers is good against Woodies, always hit on 5s and lets just say Wardancers doesnt not take a rain of arrows well.
the wild riders... well they are immune to psychology so cannot flee, chariots or even carrion can beat these.
the bone giant has never really impressed me and against WE there are alot of units which are immune to psychology thus wasting his Terror ability.
I rather see some scorps + archers insted of him...
while on the subject of scropions, how well you think he will cope with 2 strong and tough monsters poping out of nowhere(they fit nicely within your fast army as well).
Swarms are also highly effiecent due to their large amount of poisoned attacks.
cheers and good luck!
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.
I would recommend taking a screaming skull catapult for one thing. It deals fire damage, so that might be nice against the treeman. Taking a lot of archers sounds good. Wild riders should be the first thing you shoot to death, and then the war dancers. Both are deadly units and have magic resistance, but they should crumble fairly fast to shooting due to weak armor, though the wild riders also have decent ward save. Except for the treeman and the dryads, nothing in his army seems tough enough to take a charge from just about anything. If you get the charge on him, just about any unit he has should crumble.
Keep your tomb king/prince away from the war dancers, though, as they can use killing blow. For the Dryads, magic removes their ward save so that might be an option against them. Tomb guard also have magical weapons, so they can work nicely against Dryads and Wild Riders.
Hmmm.... It looks like you play fairly low point games, so a bone giant is probably too many points to really be that useful (though it is nice against the Treeman). Carrion and tomb scorps would work nicely to take out the archers and the spellsinger. No one wants to be on the wrong end of a regenerating Treeman, plus without the spellsinger you will get more spells off. Use Ushabti with a liche priest nearby to repair wounds to kill the treeman.
One final note: Drop the horsemen. Heavy skeletal horsemen aren't worth the points (in some ways the light ones are better because they have an easier time getting flank charges) and get some nice big skeleton units. Skeleton units can take a charge from pretty much anything when equipped with only shields, hand weapons, and light armor and then their ranks combined with a nice flank charge from another unit will kill most basic core choices, especially if you make sure the skeleton unit is larger than the other unit so they auto-flee.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
thanks for all the help you guys:yes:
Originally Posted by danceman
Very true Rippey. That would be quite the nice touch against, he who must not be named, haha jk, jamuel. And think of it when he's like "oh, wow, he has no hard hitting units", then bang, he has several scorpians up his......tree.:shifty:
Don't be afraid of the dark, let it be afraid of you.
Space Marines W/D/L
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