Joined
·
29 Posts
I played my first game in a really long time just yesterday, against lizardmen. We played a 1500pts game, and I was severely outnumbered, though it was a fairly even battle until I had an unlucky magic phase toward the end, not getting anything through and leaving my crucial unit ripe for a rear-charge by a full block of saurus and a unit of skinks... eek.
It was a real learning experience and I discovered some things to do in the future which would have helped, and so made a 2000pt list.
I was versing 3 blocks of 16 saurus, one with a Slann; a skink priest, 3 skirmisher units of skinks, three salamanders, and three of the monster-sixed GW-lizard things.
I had 24 TG with a TK, 3 chariots, 19 bow skellies with LP, 2 scorps, a catapult, 7 light horsemen. I basically chucked in everything I had just to make up the points, and I knew from the beginning it was a bit of a weak list...
The King:
I put a bunch of magical gear on him, including the cloak of dunes; I know, wierd, but it worked! I needed my LP near the bows and ssc, so I had my TK zipping up and down Urgency-igying my units. My chariots connected with a charge in my 1st turn, and in the next my TK was back in the safety of his TG unit. Totally worth the 20pts.
The Scorps:
I deployed one, and had one underground. The deployed one charged a unit of skink skirmishers in turn 2 (lizardmen were first in turn pecking-order), and in the same turn the other one appeared... and scattered almost all the way back into my deployment zone *sigh*.
Because of the scatter, my only real choice was to charge it into a 16-strong block of saurus. The saurus were completely basic, no command, no upgrades.
Against the saurus I feel I was lucky, and against the skinks, very unlucky; both scorps lasted exactly 3 combat rounds. Yes, a unit of 10 skinks killed my beloved Tomb Scorpion... So many 6s
The lesson learned? I will always deploy my scorps; it just isn't worth the risk, and that is just my opinion. Secondly, every combat round I kept thinking 'damn, if only I had a bit more support in the combat, I could cream these suckers'. So now I will put my scorps together, and they will charge units together. Their movement is awesome (for tomb kings...) and I could easily set up at least a flank if I had two in tandem... by why not 3? That would rock.
The skellies:
I had these deployed in 2 ranks for max shootiness, and they stood on the spot the whole game. They were very........ poor. I got my first volley of the game off with Smiting, and cause a grand zero wounds on a saurus block. After that my opponent promptly laughed and didn't bother wasting his dispel dice on the unit for the rest of the game, saving them up for my urgencies and combat-smiting instead.
The entire game, they only killed about 4 saurus, out of at least 80 shots.
I also discovered that by standing still, even though I got more shooting in, I was a sitting duck, and I was easily outmanoeuvred. I have now decided that bows are a bonus, and should be treated as such. I've pumped up my unit to add more ranks, and will direct them as I would a normal skellie combat unit, and just use the shooting as I edge closer to the enemy to score a few bonus wounds.
Also, 20 skellies just didn't cut it. They were charged by the three aforementioned GW-lizard monster things, and survived the first round. I pumped them back up with Summoning, but I could tell in two more combat rounds they would have been finished.
The Tomb Guard:
These guys were really solid; they didn't really do much in the way of killing stuff, but they didn't need to; their toughness was their best feature, keeping them alive from magic missiles, salamanders, and CC, so that when my TK sliced up a few saurus, I had enough ranks behind me to cause the saurus to break, even with their precious Slann's leadership
The Horsemen:
My poor, poor horsemen. Due to unlucky positioning I had no choice but to charge them headlong into the unit of three salamanders, getting them killed in one round; at least it slowed the enemy down a bit.. sort of... Horsemen are too much of a gamble, and too hard to use effectively, so I won't be bothering again.
The Chariots:
Were surprising... 3 basic chariots with the Icon of the Seeing Eye. The Icon was a WASTE and did not affect things at all. Never again.
But the chariots took 3 volleys of poisoned darts and still held out. They ran a skink unit off the table and overran his skink priest. Despite earning their points back in that way, they earned them back doubly just by being a nuisance and distracting his skinks from the rest of my army, and even seemed threat enough for my opponent to start sending a saurus block that direction (who promptly chewed the chariots to bits, but still! It was worth the distraction!)
Chariots are ace, but I still fear they might be too flimsy. I will experiment using them, but I think I would rather bigger/ more blocks of skellies first.
Catapult:
The star of the show; hailed screaming skulls down onto the saurus/slann unit three times, bringing it down to about one rank plus the slann. Against the lizardmen and their damn cold-bloodedness, the Skulls of the Foe weren't much use, so in games versus lizards (or other ridiculous Ld armies) I probably won't bother.
The Liche Priest:
He had several magical items, none of which were used. From now on he'll only be taking a dispel scroll or heiretic jar, and nothing else. If I had a HLP I would give him the Plaques as better rolls would have helped every now and again...
Powder dice:
Or lack there of. This basically lost me the game; even after some awesome charges, I couldn't position my units where I needed them as I couldn't get any Urgencies through. Power dice, power dice, power dice; from now on I will do everything I can to increase the number I have.
If you have any competing ideas to what I have said I would lover to hear! Maybe I was just doing everything wrong and that is why my units sucked XP I know I wasted a lot of my points on magical garbage...
Anyway, as a result of this learning experience, I have come up with a new army list for 2000pts. Comments on the list would be great. I thought it best to post the list in this section because of all my ranting, so I hope that is okay!
The list:
1981pts
LORDS: 494
Tomb King
Light Armour, Hand Weapon,
Enchanted Shield, Dragonhelm,
Collar of Shapesh
High Liche Priest
Neffera’s Plaques of Mighty Incantations
HEROES: 235
Liche Priest
Icon Bearer
Light Armour, steed
Staff of Ravening
CORE: 474
29 Bow Skellies
Musician
29 Bow Skellies
Musician
SPECIAL: 598
24 Tomb Guard
Full command
Banner of the Undying Legion
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
RARE: 180
Screaming Skull Catapult
Screaming Skull Catapult
The basic tactica is the skellies and TG lumber forward, the catapults pummel, and the Icon Bearer rides with the 3 Scorpions. I'd have like full units of 40 skellies, but couldn't squeeze the points...
The bearer/scorps would be deployed on the flank of my army, max move to engage as soon as possible, and rip through enemy units as a team. The bearer is to help stop the scorps from crumbling, and to give a little support with the staff of ravening or draw Dispel dice. Though thinking about it, he could probably do the same thing with the ruby ring... thoughts?
All in all I should have 12 'power' dice; TK: 2, HLP:6, LP: 2, SoR: 1, BotUL: 1, = 12
I have no idea if a list like this would work, but having a team of scorpions seems like a good idea... In a Grand army I could take 6!! Ah, the possibilities
Anyway, sorry for the rant, I hope I didn't expose my tactical inferiority too much
Cheers!
It was a real learning experience and I discovered some things to do in the future which would have helped, and so made a 2000pt list.
I was versing 3 blocks of 16 saurus, one with a Slann; a skink priest, 3 skirmisher units of skinks, three salamanders, and three of the monster-sixed GW-lizard things.
I had 24 TG with a TK, 3 chariots, 19 bow skellies with LP, 2 scorps, a catapult, 7 light horsemen. I basically chucked in everything I had just to make up the points, and I knew from the beginning it was a bit of a weak list...
The King:
I put a bunch of magical gear on him, including the cloak of dunes; I know, wierd, but it worked! I needed my LP near the bows and ssc, so I had my TK zipping up and down Urgency-igying my units. My chariots connected with a charge in my 1st turn, and in the next my TK was back in the safety of his TG unit. Totally worth the 20pts.
The Scorps:
I deployed one, and had one underground. The deployed one charged a unit of skink skirmishers in turn 2 (lizardmen were first in turn pecking-order), and in the same turn the other one appeared... and scattered almost all the way back into my deployment zone *sigh*.
Because of the scatter, my only real choice was to charge it into a 16-strong block of saurus. The saurus were completely basic, no command, no upgrades.
Against the saurus I feel I was lucky, and against the skinks, very unlucky; both scorps lasted exactly 3 combat rounds. Yes, a unit of 10 skinks killed my beloved Tomb Scorpion... So many 6s
The lesson learned? I will always deploy my scorps; it just isn't worth the risk, and that is just my opinion. Secondly, every combat round I kept thinking 'damn, if only I had a bit more support in the combat, I could cream these suckers'. So now I will put my scorps together, and they will charge units together. Their movement is awesome (for tomb kings...) and I could easily set up at least a flank if I had two in tandem... by why not 3? That would rock.
The skellies:
I had these deployed in 2 ranks for max shootiness, and they stood on the spot the whole game. They were very........ poor. I got my first volley of the game off with Smiting, and cause a grand zero wounds on a saurus block. After that my opponent promptly laughed and didn't bother wasting his dispel dice on the unit for the rest of the game, saving them up for my urgencies and combat-smiting instead.
The entire game, they only killed about 4 saurus, out of at least 80 shots.
I also discovered that by standing still, even though I got more shooting in, I was a sitting duck, and I was easily outmanoeuvred. I have now decided that bows are a bonus, and should be treated as such. I've pumped up my unit to add more ranks, and will direct them as I would a normal skellie combat unit, and just use the shooting as I edge closer to the enemy to score a few bonus wounds.
Also, 20 skellies just didn't cut it. They were charged by the three aforementioned GW-lizard monster things, and survived the first round. I pumped them back up with Summoning, but I could tell in two more combat rounds they would have been finished.
The Tomb Guard:
These guys were really solid; they didn't really do much in the way of killing stuff, but they didn't need to; their toughness was their best feature, keeping them alive from magic missiles, salamanders, and CC, so that when my TK sliced up a few saurus, I had enough ranks behind me to cause the saurus to break, even with their precious Slann's leadership
The Horsemen:
My poor, poor horsemen. Due to unlucky positioning I had no choice but to charge them headlong into the unit of three salamanders, getting them killed in one round; at least it slowed the enemy down a bit.. sort of... Horsemen are too much of a gamble, and too hard to use effectively, so I won't be bothering again.
The Chariots:
Were surprising... 3 basic chariots with the Icon of the Seeing Eye. The Icon was a WASTE and did not affect things at all. Never again.
But the chariots took 3 volleys of poisoned darts and still held out. They ran a skink unit off the table and overran his skink priest. Despite earning their points back in that way, they earned them back doubly just by being a nuisance and distracting his skinks from the rest of my army, and even seemed threat enough for my opponent to start sending a saurus block that direction (who promptly chewed the chariots to bits, but still! It was worth the distraction!)
Chariots are ace, but I still fear they might be too flimsy. I will experiment using them, but I think I would rather bigger/ more blocks of skellies first.
Catapult:
The star of the show; hailed screaming skulls down onto the saurus/slann unit three times, bringing it down to about one rank plus the slann. Against the lizardmen and their damn cold-bloodedness, the Skulls of the Foe weren't much use, so in games versus lizards (or other ridiculous Ld armies) I probably won't bother.
The Liche Priest:
He had several magical items, none of which were used. From now on he'll only be taking a dispel scroll or heiretic jar, and nothing else. If I had a HLP I would give him the Plaques as better rolls would have helped every now and again...
Powder dice:
Or lack there of. This basically lost me the game; even after some awesome charges, I couldn't position my units where I needed them as I couldn't get any Urgencies through. Power dice, power dice, power dice; from now on I will do everything I can to increase the number I have.
If you have any competing ideas to what I have said I would lover to hear! Maybe I was just doing everything wrong and that is why my units sucked XP I know I wasted a lot of my points on magical garbage...
Anyway, as a result of this learning experience, I have come up with a new army list for 2000pts. Comments on the list would be great. I thought it best to post the list in this section because of all my ranting, so I hope that is okay!
The list:
1981pts
LORDS: 494
Tomb King
Light Armour, Hand Weapon,
Enchanted Shield, Dragonhelm,
Collar of Shapesh
High Liche Priest
Neffera’s Plaques of Mighty Incantations
HEROES: 235
Liche Priest
Icon Bearer
Light Armour, steed
Staff of Ravening
CORE: 474
29 Bow Skellies
Musician
29 Bow Skellies
Musician
SPECIAL: 598
24 Tomb Guard
Full command
Banner of the Undying Legion
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
RARE: 180
Screaming Skull Catapult
Screaming Skull Catapult
The basic tactica is the skellies and TG lumber forward, the catapults pummel, and the Icon Bearer rides with the 3 Scorpions. I'd have like full units of 40 skellies, but couldn't squeeze the points...
The bearer/scorps would be deployed on the flank of my army, max move to engage as soon as possible, and rip through enemy units as a team. The bearer is to help stop the scorps from crumbling, and to give a little support with the staff of ravening or draw Dispel dice. Though thinking about it, he could probably do the same thing with the ruby ring... thoughts?
All in all I should have 12 'power' dice; TK: 2, HLP:6, LP: 2, SoR: 1, BotUL: 1, = 12
I have no idea if a list like this would work, but having a team of scorpions seems like a good idea... In a Grand army I could take 6!! Ah, the possibilities
Anyway, sorry for the rant, I hope I didn't expose my tactical inferiority too much
Cheers!