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Egads, this is too much coding for me to edit. If you want to repost the list without points, go for it. ~DavidVC04
any advice on tactics would be great i think he is going ot be using
1 high liche priest
1 tomb prince
2 lich priests
3 blocks of 25 skellies
a untit of chariots with the tomb prince
maybe 3 tomb scorpians
and maybe a bone giant or some tomb guard
Last edited by DavidWC09; January 28th, 2007 at 22:50.
WOOD ELVESWIN:28 DRAW:0 LOSS:4
They are pretty strict about not letting you post point counts, might want to edit and take em away.
I don't know if you've played Tomb kings before but here are the dangers in his list.
He has three scorpions which could come out of the ground and eat up you archers and spellsingers, if he takes tomb guard they eat dryads for breakfast if they charged, Str 4 magical attacks. I don't have the TK book infront of me so i don't know how nasty a Giant is.
His high lich priests casts any of his 4 spells with 3d6, each lich priests does same but with 2d6, and his prince gets 1d6 but only within his unit and only smiting and the movment one. 8 PD casting 4 spells it might be hard to avoid getting charged by his units as well as his units getting off free attacks in magic phase. Also his ability to ressurect himself will give you a hard time if you are just using archers as one ressurect spell on his regular skellies does 2d6 wounds(models). O ya, none of his spells ever miscast, what he rolls is what power level it is...fun
The good news is that since that you are all range mostly and he has none...at all you don't need to go to him and you can let him come to you. the closest thing to range he has is his 18" damage spell.
Using your waywatchers to pick off any priests that aren't in units or warhawk riders to hit and run any of his priests in skellie units will be very important because if you take 1-2 priests out his effectiveness will drop dramatically. If you get a chance to kill his hierophant(high liche priest) then he will have to roll his leadersheep everyturn including when it is killed for each unit and whatever he fails by is how many wounds that unit takes. Those 3 units of skellies will crumble because of their terrible leadership, i forget the leadership of the others but it isn't great.
Using your archers on his chariot will be your first option as it is his fastest unit and it will do alot of impact hits, combine that with his ability to attack during the magic phase before the impact hits, and the magic weapons the priest has, the steeds/regular riders. You will lose alot/all of your unit before you even get to attack back. The next target would be the Giant as he is likely to get attacks back on your dryads/wardancers even if they charge, and with the small amount of CC models you have you can't let them attack back.
If he takes tomb guard it will be pretty tricky, i believe they are str4/T4,handweapon/shield probably light armor, with magical attacks, will have 3 ranks and maybe a banner. That will be really hard to counter with your army, i don't know any way to do it without taking alot of casualties. Doing a combined charge with glade riders to negate ranks and wardancers to do wounds might be your only hope and even then it might be tricky to set up that combined charge with other 3 skellie blocks barreling forward.
Other than that you will have to protect your archers/spellsingers from scorpions with dryads/wardancers. They will have a tough time and may take some casualties but hopefully they survive as you will need them to counter the skellies.
Last edited by slingbladez; January 12th, 2007 at 20:58.
Tomb Kings are one of my regular opponents, so I have a fair understanding of how they work, though it is by no means exhaustive, and I must stress that I'm not certain about a couple of rules points, so if I'm slightly incorrect, then I apologise in advance. Anyway, I have a few of things to add to the previous post.
1. The Crumble rule is your greatest ally. Basically, the most effective way to destroy TK is to kill the Heirophant (not necessarily the High Liche Priest, afaik). In general, the strength of undead armies is their ability to resurrect dead troops - a major annoyance. The best way to counter this is to remove the 'driving force' behind them, so they die for good. Usually, crumble means that they 'die' faster than they can be brought back, essentially giving you one less thing to worry about, as well as aiding your own efforts.
There are a couple of ways of achieving this. If your opponent is foolish enough not to put his Heirophant in a regiment, then utilise the Waywatchers to eliminate him. Even if they die from being charged, shot at or blasted with a magic item immediately afterwards, the sacrifice can be well worth it. Failing that, send your hardest hitting units to gang-up on the unit that the Heirophant is hiding in. If you can get off a flank charge with Wardancers or Warhawk Riders in conjunction with, say Dryads, to the front, then you should make short work of most things. Tomb Guard may cause some problems, but its certainly nothing WE can't handle (one of my more frequent opponents has tried to counter this tactic by increasing the size of his Tomb Guard unit for every battle - we are now at 40 TG and counting... :wacko: ).
2. Tomb Scorpions are dangerous! Their ability to pop up right in your deployment zone, usually at the most inconvenient time, can be a nightmare, especially if you've put your Spellsingers in units of Glade Guard, to cast spells from afar (as I usually do). I've found that the best way to deal with this problem is to forget about it until they turn up - although the knowledge that they invariably will can help a great deal. Since they turn up randomly, there's no way you can really plan for their appearance so you just have to do the best you can when they do arrive. Keep a small unit of Dryads in reserve, to give them something to worry about. It sometimes works exceptionally well, although some say it's a waste of points. The jury's still out on this one.
3. TK magic isn't as bad as it looks. On paper, their magic looks lethal. In theory, a TK unit can march double distance, get a barrage of shots off at you, and refill any incomplete ranks in the process, with no risk of a miscast and no power dice pool to worry about. In practice, I find, it's not that bad. Righteous Smiting usually results in a couple of dead models at most, if that. Similarly, Urgency, while (in principle) allows a unit of skeletons to move stupidly far (for skeletons anyway) in one turn, or move and reform, or some-such ridiculous combination, has not yet allowed the TK armies I've faced to out-manoeuvre me. Personally, I almost always allow my opponent to cast this spell, as it is rarely a problem. I usually only ever attempt to dispel it if it would enable him to charge - perfectly setting me up for a counter-charge in my next turn, assuming the dispel attempt is successful. Sometimes it's even possible, if you're lucky, to allow the spell to be cast, thus permitting his unit to move into a position to be charged in the flank or rear by you in your next turn. Basically, don't underestimate TK magic, but don't worry too much about it either.
4. Some general points. Waywatchers are awesome! I love them, and always take a unit of them. However, I would strongly recommend swapping a unit of Waywatchers and a unit of Glade Guard for a Treeman, if you have a model. I have tried taking two units of Waywatchers, and also taking two Treemen - one of each is far more effective than two of one or the other (most of the time anyway). If you don't have a Treeman, get one. They are second only to Wardancers in terms of effectiveness on the tabletop IMO (cue counter-opinions; any thoughts are welcome! ), and that's only because Treemen don't have Talismanic Tattoos.
I dislike Glade Riders. At only 2 points per model less than Wild Riders, the longbows are no substitute for the light armour and raft of special rules that Wild Riders get. I just can't see the point in taking them, when Wild Riders are so much better. That's just my opinion, some people like them and if they work for you, that's fine, nobody can argue with that (although some might try).
Lords and Heroes: In general pretty good, although I would forget about DTA since TK are Immune to Psychology. Also, swap a Dispel Scroll for Calaingor's Stave. Put your Treeman (or Wardancers) in your free forest and Tree-sing them across the table - the extra inch movement and multiple chances to cast the spell that the Stave provides, are not to be laughed at, and can make all the difference.
I think that's pretty much everything I've got to say, which is more than I thought I had when I started my reply... Oh well, good luck and happy gaming.
Last edited by Vespasian; January 26th, 2007 at 11:55.
thanks guys the information was realy helpfull i won, o but for the record dragon tooth arrows work on units normaly immune to phscology
WOOD ELVESWIN:28 DRAW:0 LOSS:4