Welcome to Librarium Online!
Alright people don't usually like to comment on high point lists but figured I have to post this because the "4000pt challenge" is rather important round here.
Alright so this year the challenge is to build and paint 4000 points and beat a 4000 point tomb king list built by the Store Manager, who';s using it.(which has been revealed to us already so we can meta game as we please, and will be listed directly under my list) Anyway I did my best to meta game against it as well as make a decent 4000 point list. Tell me what you think and how effective you think it will be against his (Store Manager's) Tomb King list.
LVL 4 Sorcerer Lord
Lore of shadow
talisman of endurance
(need to get the withering)
Mark of Khorne
Necrotic phylactery (make his death magic useless)
Armour of fortune (dropping the 1+ with Chaos armour to a 2+/5+)
LVL 2 sorcerer
spell familiar (to help ensure I get pandemonium)
(want to put a dispel scroll somewhere but cant )
-Mark of Khorne
-Talisman of preservation
(I was told to put wards on all my characters)
(Festus' Curse of the leper combined with "the withering" can get units off the table quickly)
-Additional hand weapon
(this unit is likely where the tzeentch wizard will go, he needs protection which is why he isn't on a disk)
(festus goes here for obvious fluff reasons)
thinking Slaanesh so they don't panic from wounds caused by the screaming skull catapult and or casket of souls
5 marauder horsemen
5 marauder horsemen
(again thinking slaanesh for both so they last long enough to get the caskets and screaming skull catapults)
6 chaos warhounds (had points left over to throw away, and figured another good warmachine hunting unit as well as bait and flee if need be)
15 Chaos Knights
Banner of Rage
(khorne characters are running with these guys)
Please comment thanks
Alright and here's his directly under like I said:
Arkhan the black
Liche High Priest
-lvl 4 light
-Neferra's scrolls of mighty incantations
Liche Hight Priest
-LVL 4 Nehekhara
-Iron Curse Icon
-Helm of discord
Ramhotep the visionary
banner of swiftness
35 Tomb Guard
-Banner of the undying legion
6 necropolis knights
-entombed beneath the sands
2Xcasket of souls
Screaming skull catapult
Now you know what both of our lists our again comments help thanks
Holy crap you guys like big regiments! 18 chariots in a single regiment? Damn... In any case, on to your list.
It looks pretty good. There are some things that concern me however. Firstly, why the prevalence of Mark of Nurgle? Mightn't Mark of Tzeentch work better in many scenarios because it offers some protection against the amount of Killing Blow that is sure to be around (largely because of the one spell that grants/augments it). Plus, MoN doesn't do anything to help protect you from the Screaming Skull catapult nor the Caskets as they don't have to roll to hit. Tzeentch does.
Also, why Khorne on your heros? Is it just to get access to the Juggernauts? Because I find that both are in many ways wasted in this edition. The one extra attack on the character doesn't really warrant as much as the mark costs, and the Jugger, while a beautiful model, kinda screws its rider by disallowing Look Out Sir! saves and not doing much that a Steed can't. I would think that giving these two the Mark of Tzeentch might be better by A) making them more survivable, and making them cheaper. You can save the points to then give some of your guys Demonic Gifts or some such. For example, maybe the Conjoined Homonculus on your lvl 4 or the 3rd eye to your Tzeentch sorcerer.
On the subject of your Sorcerers, however, I like your builds. I doubt you will be able to get the Withering/Curse combo off because your opponent will be looking for it, but if nothing else it will draw out most if not all of his dispel dice, allowing you to get other spells through to mess with him. However, why put Festus with the Nurgle Warriors? His Regen save can't be used at the same time as the Parry save, whereas the Khorne Warriors need some extra survivability, as well as they get to make more use of Festus' poison ability because of their increased number of attacks. I understand fluff, but in a competitive environment like this, I feel it is better to go for the win.
In terms of tactics, you may want to keep your Knights back as a reserve to be able to react to two eventualities. Firstly, if he gets his Necropolis Knights behind your lines without your own Knights there to counter them he will be able to go buck wild back there turning people to sand and getting Flank charges at inopportune times. Your unit of Knights, however, should steamroll his *very* quickly. Secondly, if he gets his Chariots into a flank of one of your units you can use the Knights to get a counter charge into his flank, which very well could discourage him from trying for your flanks and pushing him into the front of your Line units.
I am also curious as to why you are arming that large unit of marauders with Flails. Yes, the extra initiative is nice, but with blocks that big running around I can't imagine that many combats will last for only one or two rounds. Rather, I think that Great Weapons will get more mileage. Yes, you will take casualties before everyone gets to strike. But they will hurt him and keep on hurting him every round of combat thereafter and, with 40 guys in the unit, they can afford to grind against someone for a while.
My only other advice is for you to not be afraid to sacrifice your Marauder Horsemen. They do need to prioritize the Caskets as they have some nasty abilities, but because I am not 100% sure how the Light on Undeath works I can't say if the two smaller units is better than one larger unit.
I hope that helps, and let us know how the battle goes!
It's certainly more than I expected lol. I may have to paint everything undivided...
I'll definitley let you guys know how it goes, unfortunatley...or fortunatley, I won't be able to play him until after the "Throne of Skulls" tournament in Las Vegas. Gotta prepare you know. Haha!