Ive only has the chance to play smallish games so far, but here are my thoughts:
-
Characters - MAX
Whatever character setup you have, Tomb kings, LHP's, Princes, Icon bearers or what ever, I think characters should always be maxed. Incantaions are needed badly, and give the army quite an edge over most others.
-
HTH Skeletons - Anything more than 20
I run 23 with a Prince, so 24 give me good static res, and lots of numbers. You MUST outnumber to take ful advantage of fear, esp with you're core Skeleton blocks.
-
Bow Skeletons 10-20
Units of 10 can priovide fire suport, but a unit closer to 20 can also tarpit units for a flank charge, as well as hide a LP or two...
-
Light Horsemen - 5
5 is good unit to block LOS, block charges, and add some basic support. If they are gonna house a LP, then the more the merrier I think. 6-8 is good for this.
-
Heavy Horsemen 5 or 12
5 is for a basic flanking unit. Their improved save and spears, when compared to light cav, means they can take on flanks better without them all dying to the return attacks. If attacking front on, 12 I feel is the minimum, to take full advantage of the static combat res these guys can offer. 12 including an Icon bearer and warbanner on the unit, will give 5 static res if targeting a unit you outnumber (and with US of 24, that should be too hard...). The more ranks you can pile on, tho, the better...
-
Swarms - 2
I think 1 is useless. With 2, you get 10 poisoned attcks, and become decent support for the Scorpions.
-
Chariots - 3-4
3 gives another good flanking unit, and can take some things head on, but I'd always go for 4, with more impact hits and more wounds.
-
Tomb guard - 18+
I only say 18 assuming a king or prince was joining this unit, and they always should. Being on the more expensice side of units, 3 ranks or 6 combined with character should provide enough kills to get through combat and win. However, the more the better with this unit, and I think 4 ranks of 5 or 6 is perfect.
-
Ushabti - 4
The only chance these guys have of taking anything head on is 4 wide, and the mosre attacks the better, as kills is how these guys win combat.
-
Carrion - 3-5
If you have spare points, 5 is ideal for outnumbering warmachine crew, and increasing survivability. If points are tight, then 3 or 4 can do the job too, just with elevated risk, at only s3.
-
Scorpion - 1
Always take at least one, but 2 is desirable. As they always come up at the same time, they can double team certain units and make a right mess. Great warmachine hunters, too. However, in a LHP list, special slots are tight, so 1 scorp i feel is fine.
-
Screaming Skull - 1
Id always use at least 1, but depending on your style of army, 0,1 or 2 is fine.
-
Bone giant - ?
Ive never rated this guy - waaaay too expensive. At ws3, he can easily fluff his attcks, then after the charge, he's crap. Sure, he can flank, but so can nearly any other unit in the army...and for fewer points.
Hope this helps. These are just my opinions, and Im sure the rest of the TK crew will be along to correct me on something
Regards, Tim