Welcome to Librarium Online!
So it looks like my next match will be a 2250 battle versus the Tomb King army.
I have never played against them and i believe only one person plays them at my hobby shop.
What should i look out for?
any specific unit i should play?
Any input would be great! thanks guys
Scorpions are tough and can tunnel. I like to leave a unit of Dryads near the tunnelling markers to guard vulnerable archers.
Chariots move in units but do less impact hits. Still, they hurt.
TK archers hit on 5+, always. No modifiers.
Think about what you target with shooting. DOn't leave a single model or he will raise them back and you wasted a turn of shooting.
ALWAYS save at least one dispel dice for the Casket of Souls if he has it.
I have found that magic defence is a good way to go. Lv3 with wych elm, branchie with cluster with a lv1 and dispell scrolls are great at slowing down their all important magic phase. Its great to see their face when you start re rolling with one dice against there low cost spells.
Some tactic I have used. It isnt THE way to go, since ive played against TK only two times. But it worked for me
I had a sniper noble(HT; PoS) in a unit of waywatchers (6) and used those to thin out his casters! Its fun to see his face when you kill one or two of his casters before he even started!
I play tomb kings, so hopefully i have some useful advice
His most important model on the table is his liche priest-heirophant, so kill this if u can! Every unit in his army every turn including when u kill him must roll 2d6, and subtract their leadership. This is how many wounds with no saves the unit takes. So if he rolls a 12 for a unit of skeleton warriors on ld3, he loses 9 skeletons.
You may want to consider letting the casket of souls go off. It's best purpose is to draw dispel dice and scrolls, so the more important spells like urgency(lets him move/charge in magic phase) can go off.
In the magic phase you should always be aware of what troops like chariots are in range for a charge, and make sure you save your scrolls and dice for that. Your best bet is to let spells like magic missle, and summoning just go off, our summoning is not nearly as useful as the vampire counts summoning. You should only really dispel summoning once troops are in combat though. There is also something called smiting which allows attacks during magic phase, which you will need to dispel if he uses it on his catapult, which is another thing to watch out for. Causes panic tests if a wound is taken, and can be upgraded for -1 to that leadership test. Its so dirty, because you can shoot in the magic phase, and just adjust your distancing in the shooting phase.
Skeleton warriors and tomb guard are the only easy units to summon back, getting d6 models back. Everything else is d3, and I know that what I hate most is when my chariots are shot before they get to combat, with only a 5+ save. so these might be a good target.
Umm, tomb scorpions rock. M7, S5, T5, W4, poison, killing blow, magic resistance 1, and as already stated they can choose to tunnel or not. and as little in the w.e army gets rank bonus, I would think they would be a big threat to most asrai units. They are often used to hunt characters and mages, so be careful for that.
If you get locked in a combat with a prince or a king's unit.. If the prince/king dies, then any model/unit responsible for the death must take pass a ld test or suffer d6 unsavable wounds. So if he dies from combat res, all the units you have in combat must pass ld test. Just a heads up so you wont be surprised if this happens
Hope this helps a bit, but Im not too experienced with woodelves, so I cant give good advice on how to counter. But good luck!
Last edited by Wildcat.; November 25th, 2009 at 01:49.
Do players usually place their heirophant with the casket? If so then how does shooting on the casket work? is it randomized?
gah so much i need to work out!
The heirophant is usually not on the casket, just incase theres a cannon which can pick him off, or if something charges the casket. The shooting is like a normal warmachine just with a character. You roll to hit, then you randomize between the casket and crew. Hits on the casket do nothing. Then for the crew, you randomize between the two casket guard (1-4) and the liche priest (5-6).
Heiro will usually be in a unit, and the cloak of dunes is a pretty standard setup, which allows him to fly, to keep him safe. Again my woodelf exp is low, but I think that warhawks would be good with their hit and run ability. My high elf friend hunts mine with a sacrificial eagle with some success
I play TK as well and Wildcat gave a pretty good summary of what to watch out for. I play my friend who has a WE army and he beats me or draws me everytime. I dont really have a win against him, but anyways. He knows TK magic owns if it has no opposition so get some dispell dice/scrolls going or else you could be charged the first turn.
Also go mage hunting with waywatchers or Warhawk riders. When I see warhawks coming my mage's way I definitely am worried. In most instances the Heirophant/mage is flying around the field supporting troops and is not in a unit.
Get in combat with the Casket if there is one ASAP. It doesnt take much since theres 4guards and a priest. most cases TK loses combat there and crumbles due to combat res. Lots of points lost there and 4power dice gone.
As for everything else win combat by supporting troops to outnumber/flank. If not you could lose combat and flee.