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Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Friday, May 11, 2012

Tau vs Dark Eldar 1500pt Battle Report- The Rematch!

Fought on May 9th. Here is the latest video batrep. Enjoy!

Monday, May 7, 2012

40k Battle Report: Dark Eldar vs Space Marines 1500pts

Introduction: Welcome to a Skaredcast Battle report! I had the pleasure of going down to Sir Games A Lot in Barrie this saturday for a game of 40K. The mission? Annihilation. The deployment? Pitched. This is usually called the good ol 4th edition mission! The table was already layed out when we arrived and we decided that it would do. There is one major houserule in effect, forests block LOS. Uploaded by Photobucket Mobile for BlackBerry The Armies: On to the armies, my opponent was Daniel. I Just met him that day and he had just finished a game with his all bike marine list, he was staying for a while and challenged me to another game, as he pulled out another list he had prepared for the day: Space Marines: Uploaded by Photobucket Mobile for BlackBerry HQ/ Librarian- Epistolary Avenger Nullzone, Terminator Armour and Storm Shield Elite/ 5 Thunder Hammer Storm Shield Terminators Land Raider Redeemer with a MMelta. Troops/ 10 Man tac squad. Power Fist, MMElta, meltagun Rhino 10 Man tac squad. Power Fist, ML, meltagun Rhino Fast/ Typhoon Speeder Typhoon Speeder Heavy/ Vindicator with Siege Shield Vindicator with Siege Shield 1500pts Dark Eldar Kabal: Uploaded by Photobucket Mobile for BlackBerry HQ/ Archon, Agonizer, Shadow Field, Combat Drugs, Phantasm Grenade Launcher Elites/ 4 Incubi in a Venom with Dual Cannons and Grisly Trophies Troops/ 9 Wyches, Hekatrix with agonizer, haywire grenades Raider with Flicker field and grisly trophies 9 Wyches, Hekatrix with agonizer, haywire grenades Raider with Flicker field and grisly trophies 5 Warriors Blaster in venom with dual cannon 5 Warriors Blaster in Raider with FF Fast/ 3 Reaver Jetbikes with a Heatlance 3 Reaver Jetbikes with a Heatlance 5 Scourge with 2 haywire blasters Heavy/ Ravager with Flicker Field Ravager with Flicker Field 1500pts Deployment: The spacemarines won the roll to go first. And decided to take the first turn, he deployed in a very balanced fashion with a heavier force towards his fight flank. Because of the sparcity of terrain on the table, and because this was a tournament practice game the Dark Eldar reserved everything. Hoping that they could do as much damage as possible as they arrived. Uploaded by Photobucket Mobile for BlackBerry Read More...

Tuesday, December 6, 2011

The Law of 9's!

Does your best army list fit in?

I am curious to see how different peoples armies fit into this army list building development system that my Dad created. He used to spend more time making lists than actually playing... literally, it would take 3 days for him to make a 1500pt list. Anyway; how does this work?

Divide total point value of army by 9. So for example in an 1850pt list you have nine 205 pt "sections" and a 5pt floater.

First Place 4 "sections" (820pts) into troops.

Then 1 "section" (205pts) in each of your Heavy, Fast, Elites and HQ sections.

This leaves 1 "section" that you may do what ever you want with. For example an Imperial Guard army might put it into Heavy Support.

IMPORTANT: This is a general guideline, not a strict rubric. It is aimed at balancing the list to deal with as much as possible while keeping it effective and spam-free.

Now, I had no idea what this was until finally my dad explained the system. Then I went and counted out my competitive DE army into it and found that I was almost spot on! I was very successful with the list that fit in to the "law" and have had trouble moving away from it ever since. I find it is a nice tool to keep things interesting while keeping focused on what matters, good number of troops, some fast units, firesupport and elite units. Of course keeping the HQ cheap so as to not sink too many pts into it.

Anyway. I challenge all of you to try it out! And let me know what you think.

Cheers!

Sunday, November 13, 2011

Gaming Podcast and Blog

http://skared.podbean.com/

I am going to begin a hobby podcast. This will be the link, there will also be additional content, make sure you check it out :D.

Tuesday, October 4, 2011

20 Games with Tomb Kings - Tripple Feature!

Ok, so here is a 3 for 1 battle report. The LGS is now playing at 2000pts and this is the list that I have taken for the last 3 games:

Tomb King, Sword of Strife, Armour of Destiny, Dragonbane Gem
Chariot

Liche Priest Hierophant, Lv 2 with Earthing Rod

Liche Priest, Lv 1 with Lore of Light and Dispel Scroll

6 Chariots with Banner and Banner of Swiftness.

5 Horse Archers

41 Skeletons with HW and Shield Full Command
18 Skeleton Bowmen Full Command

3 Knights
Warcat

Hierotitan
Catapult

This list is a good mix of everything, the hitting power of the knights and the chariots with the king and the support of the hierotitan and the lore of light wizard to support the rest of the troops.

Game 1(47 in the series) Vs... the New Ogres. Mission was diagonal deployment. I had nothing in reserve, he had 2 units of ogres and his tyrant and one butcher he went first.

His list:

Flyrant (assorted gear)

Butcher, Hellheart
Butcher, scroll
Firebelly

8 Ogres FC
8 Ogres FC

4 Leadbelchers

2 units of 2 sabertusk wolves

2 Super Cannon

So... this mission saw me use the chariots to ram into the 4 leadbelchers that had a butcher and firebelly... I rolled 22 impact hits! thats almost perfect for a 4 wide chariot unit. This inflicted 17 wounds and because of the wrap arround... killed everyone in the unit and left the butcher with one unit, who was easily dispatched by the king. They overran into the tyrant, killed him..
My archers smited, and then killed 2 off of an ogre unit that had just arrived from reserves they failed their panic and ran. The warcat had survived death form the cannon together with the hierititan as they were busy trying to kill the knights who then bouced off of one of the cannon... all in all my opponent conceded the game when his other bull unit failed a long charge into my archer bunker and would have been counter assaulted by the hierotitan...


So first game against the new ogres. Win, although my opponent is def still trying out all the cool fun stuff. Its just a matter of time before he hones his list into a machine.

Games 2 and 3 (48 and 49): Vs my brothers high elves. Played the same list above his first list:

Archmage life with book of teclis.

Mage lv 2 with extra spell, high magic
BSB

20 phenix guard FC
Lion Chariot
38 Spears
16 archers
2 bolt throwers
10 Seaguard

This game was a dawn attack and saw all my army crammed into my right flank except for my hierphant all the way on the other side with the catapult and the warcat in the middle. My secondary caster was able to get a timewarp off on the 40 skellies who then did an 18" charge onto his lion chariot and ran it down, i love that spell. The king got dwellersed off the table but the remaining chariots hit the phoenix guard and ran them down! (I am loving those chariots) My brother then conceded the game.

Later that day he challenged me to yet another game. This time he went for this list:
Archmage (unkillable, ethereal)
Mage lv 2 with fire
BSB

30 swordmastersFC
16 archersFC
39 Spears FC

My list stayed the same. We played battle for the pass. And I knew that I had him at range and so I could out shoot him. But i ended taking the fight to him anyway. The chariots with the king hit the swordmasters... and I cast timewarp on them (wow that made a difference) the swordmasters were severely depleted! and the chariots ground them down until one chariot and the king emerged alive (the BSB had the crown of command, so he stuck around for a long time and the archmage kept of giving him wounds back :P)
Anyway, the warcat ran into the 39 spears and basically wiped them out in 2 rounds of combat... so once the chariots had reformed to face their flank he threw the towel in... and another victory for the TK! Here are some pictures:

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Anyway. Cheers!

Friday, September 30, 2011

20 Games with Tomb Kings - vs Orks!

Points 2500. O&G vs TK!
Mission: Battle for the pass.

Armies (from memory so plz excuse):
Black ork Warboss.
Gobbo BSB
3 Gobbo heroes with GW
Lv 4 Ork Shaman (with 5+ ward thingy)

40 Black Orks FC
40 Savage biguns w FC and double weapons
90 Night gobbos, with nets. (general and gobbo heroes here)
20 Gobbos Archers
5 Wolf riders
5 savage riders
5 boar riders
2 solo wolf chariots

And I think thats it. Here was his deployment:
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My list:

King on Chariot with my Fav build by far:
Sword of Strife
Armour of Destiny
Dragonbane Gem

Lv2 with Nehek Rod
Lv 1 light with Scroll

7 Chariots, SB, Mus Swiftbanner
20 Bows
40 Skeletons
10 Light Horse

3 Knights
Warcat

Catapult
Casquet
Hiero
Colossus with Bow

And Deployment:
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And the orks took the first turn!... here comes the horde.

Turn 1 Orks: The orks advanced! The boarboyz turned to face the 10 horsearchers that had scouted to the back of his army. The chariots advanced the 20 gobbo archers and the BSB made it into the building. Magic was uneventful.
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Turn 1 Tomb Kings:

Shuffled a bit about. Moved the chariots forward to bring the bows to bear on the black orks and do nothing. The horse archers fire on the savage boar riders on the far left (my left) and kill one. The Colossus with a bow actually hits! yay, and wounds a chariot and then only does one wound :(. Magic sees me take a wound off the wolf riders. Shooting sees a few orks dead.

Turn 2 Orks:

Wolf riders get in the way of the warcat. The chariots move up again, everything moves up at full tilt. The 20 gobbos and bsb get out of the building and move up with the army. The boarboys at the back shuffle back keeping the horse archers at bay.

Turn 2 Tomb Kings:

The knights charge the chariot on the far right, it flees, they redirect against the savage boarboyz and kill all but one. The warcat kills the wolf riders and reforms to face the big un wild boys. The big unit of 40 skellies moves up, buffed to help them survive a charge. The chariots prepare to charge the black orks (gasp!) I kill the other chariot with shooting. The chariot that flees ends up falling into a rocky area and crashes and dies.
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Turn 3 Orks:

This turn was key. The 20 man gobbo unit, rolled a double one to squabble... and picked a fight with the unit of 90 goblins with the bosses!!! this pinned both units in place. The black orks then just advanced towards the chariots, not wanting to get bogged down with the skeleton warriors. The reformed the boarboyz facing back to face forward and moved them up towards my mage bunker. Magic saw him drop a few chariots with foot and then move the large savage unit onto my flank with the hand (what an amazing spell!). In combats my knights finally finished off the savage boar riders and reformed to face the middle.

Turn 3 Tomb Kings:

I decided what the heck! and charged the king and chariot into the black orks. I was very curious about how much damage they could do. The warcat moved to get in the way of the savage orks. The horse archers moved up at full tilt now, and the knights charged the flank of the boarboyz. In magic I set boosted smiting! 5+ ward on the chariots and got enough chariot wounds back to have my back rank back :D. The combined shooting of the army killed the 20 gobbo unit and the BSB included :D. The knights killed the boarboyz and overran towards the other side of the table. The chariots killed about 8 black orks, my impact hits sucked and i did not roll alot of hits :( but my opponents rolling was also atrocious, so the combat balanced out... I did lose combat by 1 but still had my king and 2 chariots left.

Turn 4 Orks:

The savage orks neutered my warcat... and moved into my magebunker :o. The gobbo unit failed to charge the skeletons. Magic was basically uneventful.
Combat with the king and chariots saw the king kill quite a few and one chariot be left alive with 2 wounds! But the TK won the combat (the king with +2 A sword was pivotal in killing enough to keep me in the fight.

Turn 4 Tomb Kings:

The knights got a long charge off to contact the flank of the black orks :D. The skellies charged into the gobbos (that although they were in a forest... it was a fungus forest and as gobbos it made them stubborn!). The skellies did very well and killed off one gobbo hero, and did not completely die. The Collossus with bow moved up and the hierotitan moved up as well. I got off another boosted smiting :D this was great. The combat with the black orks saw a lot of them die to few wounds in return (I also had a 5+ ward on the chariots). The magebunker died but most of my units were within the Kings LD bubble so no biggie.

Turn 5 Orks:

The savage orks use magic again to move to protect the flank of the gobbos. The black orks fell back. The snakes and chariots reformed. The skellies once again do well in the combat, and kill another gobbo hero.

Turn 5 Tomb Kings:
Put the hierotitan in the way of the savage orks to protect the flank of the skellies and force them to overrun down, put the chariots in a place where they could get a flank charge on them. The knights moved up to get a flank on the gobbos. The colossus moves into the back of the gobbo unit and tramples a bunch of them. And the skellies kill yet another gobbo hero!

Turn 6 Orks:

The Savage orke charge the hierotitan and kill him and overrun a grand 10 " to charge the casket... the gobbos hold but are not winning the combat.

Turn 6 Tomb Kings:

Ok, this had been a fun game, so although I could conserve the points for the chariots, I decided to play for fun and charged the 2 remaining chariots onto the flank of the savage boys (to try and snipe his Lv 4) and the king charged into the gobbo unit to end the game with an epic challenge on the warboss :D The knights also charged the flank of the gobbos.
The chariots exploded (so did the casket) and the king took another wound, but took 2 off of the Black Ork Warboss, and although the gobbos lost combat they held!

We counted up the points and a down the middle draw. What a fun game! In a tournament of course, the chariots and king would have stayed put to safeguard those 700pts for the win.

Endgame:
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Hope you all liked the read! Cheers.

Thursday, September 22, 2011

20 Games with Tomb Kings- game 45

So. On to the battle that I had this Tuesday... check out the original thread here: http://tomb-kings.net/index.php?showtopic=7838&st=0

A sunken green glow emanated from the eye sockets of the once great King. A thick smell of embalming fluids and wrappings surrounded the tall armour clad figure. With eerie silence that green glow surveyed the swamplands at the feet of his army, he could remember the smell of such swampland, and like many memories from long ago it made a deep hatred burn in his now dry veins. The lizard people had stolen it and by the Gods was it to be his once more!. He raised his sword and as one the legion began its advance as the sun began to rise.
As they entered the swamp the roar of the lizard people was heard and the battle commenced, there was not much time to prepare the formation of the legion.
"Memories.." the King thought to himself. "I wonder if they die like they used to"


Tee hee, I like these little mini stories.

So. Mission: Dawn Attack Point value: 2000pts
Lizardmen vs TK.

His army:
Ethereal Slaan with loremaster life, extra dice, and cupped hands.
Special character skink on howda thing, with loremaster heavens and special teclis like abilities.
Skink priest lv 2 with the cube!
Skink warrior with a biting blade and a bounce back shield.

25 Spear saurus
20 skinks with FC (character in here)
15?-20 Skirmishing skinks
2 packs of 1 salamander
15 temple guard

And that is about it... so 10 levels worth of magic and 16 spells all together...

My list:

Tomb King- Sword of strife, armour of destiny, dragonbane gem, shield, Light armour

Liche Priest lv 2 Hierophant with Earthrod.

40 Skeletons HW/Sh FC
30 Bowmen FC
3 Chariots, flaming banner
10 Light horsemen

Warcat
3 Knights

Hierotitan
Colossus with Great Bow
Catapult

Deployment and t1.
We rolled off and I won, so had to roll for all my stuff first. I was rather lucky and had most of it set up in the middle and left, as well as my own choices so I clumped arround my hierophant.

His rolls were not bad either, and his army was opposite mine... he then used his special character to redeploy D3 units (to roll for them again) and got a sally pack on the my far right to fend off the fastcav. He then failed to steal the initiative... and the Tomb Kings advanced!

My thoughts... I needed to get stuck in fast... the ammount of potential magic damage that he could throw at me meant that any time wasted was dead skellies... hence I threw 6 dice at movement to get the army up fast, and get the archers in range to then spread out (turn2)... this put a wound on my hiero(due to miscast) but it was worth it, and it meant that he could not black cube my magic phase.
tk_1mov



Lizzies: They moved up, shot a bit he rolled badly for his magic but was able to cast a comet in between my advancing army.

Turn 2 Tomb Kings:
The knights charge the skink block, and the chariots charge the skink skirmishers i take some wounds but get stuck in, the comet comes down and wounds the colossus.
He shuts down my magic phase with the cube but the chariots wipe out the skirmishing skinks on my far left. The knights took a chunk out of the sking block and the warcat charged a salamander in the center, failed to overrun far enough to help the snakes... but was now in the way of the temple guard.
endTk_turn2
Lizzies
The saurus charged the large skeleton block with the king, the slaan charged the warcat. Magic was once again uneventful as my opponent rolled a low roll, he regrew a few of the skinks. In combat the warcat lived with I think one wound left and the kings skeleton unit held up the saurus. The knights annihilated the skink block and pursued them landing into the sally that had fled from the warcat.
EndLizT2

Turn 3 TK
The colossus charged into the saurus, the knights finish off the sally and reform to face the center. The warcat dies and the slaan faces the saurus combat (the saurus break and flee, the hierotitan runs after them, the skellies reform to face the slaan.

Lizzies... the saurus regroup and face the hierotitan. The temple guard fail to charge the skellies with the king! ANd the magic is once again... uneventful.

Turn 4 TK
The skellies with the king, the knights and the colossus charge the slaans block, and wipe them out to a man... in this combat:
EndCombatT4_Tk

Opponent threw in the towel.
Victory for the TK!

:D


Tactical afterthought:

- My opponent spent way to many points on magic.
- The colossus with the bow is fun... he missed all game, but the potential is there, then having the thunderstomps later in the game is very useful!
- I did not miss the casket this game.
- The knights did very well on their own, i like them and against the poison they were awesome.

Till next time, Cheers!

Friday, September 16, 2011

20 Games With Tomb Kings : Batrep

1st Ed was a long time ago. And my opponent has been playing since then! I was up for quite a battle as he challenged me to a game. My first game back from my trip to Greece, it was time to get the ball rolling once more. Enjoy.

Teclis stood at the edge of the flowing river. He stared up at the high cliffs on either side of the pass. This would be the perfect place to ambush the undead King. He turned to face Lyrion, his most trusted commander and carrier of the battle standard, who approached him. Most certainly with the scouting report.
"My Lord, the undead have increased their march speed and will be upon us before the sun reaches noon."
Teclis looked away, staring at the low lying mist.
"We shall meet them here. The ancient fire walls and river shall hinder their advance. Make the archers ready for we make our stand..."
"Aye my lord"
Lyrion turned to join his cohort of swordmasters. Teclis was immobile, concentrating. He could feel the winds of magic gathering and the flames in his blood boiling from the hatred of this king. For the march had to be stopped and the old Mummy-King killed. They should not be allowed to reach the sea.


Now that was for you fluff readers :P.

So, lists. These are mostly form memory, so some items/gear might have been forgotten both should be 2500pts.
The Army of the High Elves:

Teclis
BSB on foot with Battle Banner
Dragon Mage lv2 with 3 spells and the reaver bow.

20 Archers, full command
30 Archers, full command

25 Sword Masters, full command, banner of balance.

3 Bolt Trowers

Lots of Shooting, and magic. With a dragon for good measure and some sword masters to eliminate resistance.

[b]The Legions of the Tomb King:[/b]

Tomb King, Sword of Strife, Armour of Fortune, Dragonbane gem, Shield, Chariot
HLP- Earthing rod (lv3)

30 Archers, FC
40 Skeletons Hw/Sh, FC
7 Chariots, standard, banner of swiftness, musician.
10 Horse Archers

3 Necro Knights
1 Warsphynx

1 Catapult
1 Hierotitan
1 Casket
1 Colossus with Bolt thrower bow.

The mission: Battle for the pass. We rolled 5 terrain pieces, one river, some blazing barricades, a banestone and tower of blood and a regen marsh.

Spells- Teclis: Loremaster... fire.
Dragon mage: Flaming Sword, Fireball, firecloak

High Liche Priest: Movement, 5+ Ward and dangerous terrain hex (bah).

He won the roll and decided to deploy across the river. (which he had placed in an excellent location to hinder my movement)

Deployment:

Large unit of 30 was at the bottom with Teclis in it.
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End of turn 1 I had moved up, the dragon moved back to take care of the horse archers that then charged the big line of archers. I moved up, cast my movement spell and he used teclis spell breaker to kill the spell :(. The Sword masters moved back.
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Turn 2 saw me move up more after he shot a lot, and charge a bolt thrower with the chariots, who then overran into the sword masters. His turn 3 saw the large archer unit charge in to try and help in this massive combat:
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He also moved to threaten my rightflank (with the knights) with his Dragon who was then to move up to take my warmachines.
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That combat saw the chariots deal 19 impact hits (that then killed 13 of the sword masters) the unit champ with the bane something or other failed to kill my king and the chariots just mopped up killing the BSB and another few sword masters this ended up breaking both units and running down the swordmasters.

Turn 3 Tomb Kings:
The chariots reformed to face the HE army core... and then magic saw me cast a boosted 5+ ward. The catapult then dropped a rock on Teclis... who failed his LoS roll and was annihilated. This then caused my opponent to throw in the towel.
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That was the endgame!

Tactical Tidbits:
- Had not tried the king on chariot with a legion of chariots. I like it its kills alot.
- The hierotitan once again proves its worth, I was reliably casting boosted spells with my level 3 with 4 dice.
- The bolt thrower giant drew a lot of attention and fire but failed to hit both times he shot. Can't wait to see what he does when he does hit.
- The knights did well, they were facing off a bolt thrower and 30 archers with teclis and they lasted more than 3 shooting phases. I do like the armour save, it allows them to soak up quite a bit of shooting.
- The horse archers did what they do best, cause distraction, having the dragon move to the backfield and then be out of position for a few turns was fantastic. Anyway.

Cheers! As always, stay tuned for more!

Monday, August 1, 2011

Games With Tomb Kings - Tactica pt 1 - Lords

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So, as a part of my 20 Games, Journey to perfection (Main Blog Found Here:http://tomb-kings.net/index.php?showtopic=7838&st=125)
Anyway, I believe that sharing a tactical blerb on the different units that I have used will be useful for you, the aspirant Tomb King to take and use in your own games wherever it may be that you are.
I have played over 35 games with the current book since before it hit the shelves and although this does by no means make me an "expert" I would say that its not that bad :P. Although I have all this experience it is not at a hardcore tournament level. I have only gone to one tournament with my Tomb Kings and was quickly placed out of the running. But I do hope to make the next one and put into practice what I have learned since then.
So, without further rambling here is the tactical article. I will be focusing on the regular non special character lord choices that are available to the Khemrian Legions: the Tomb King and the High Liche Priest. Both these characters are very similar to their counterparts in the other races (fighty character and spellcaster).

I will begin with the High Liche Priest:
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A tomb king army must include a Hierophant. This is the highest level caster that knows the Lore of Nehekhara. What better than a Level 3(upgreadable to a level4) character? The nehekaran lore is quite useful to the army as a whole, the buffs really make the skeletons scary and the hexes also make the skeletons scary or neuter enemy scary units. Having 4 spells is usually not bad. In my recent lists (from 1500-2500) I usually just run the one High Liche Priest with level 4. Thats it.
Gear: If I give the hierophant gear it is usually an earthing rod, and thats it. The more I play the more I found that sometimes you really just want to boost a spell, and darn the consequences the earthing rod means that you are a lot less likely to loose your main caster (and start crumbling) due to a warp rift. It also mitigated the potential damage done by a WoC army with a puppet.
But why no more? No ward save? - I used to run with the 4+ ward... but TBH the Hierophant will usually die to something that allows no save... like a purple sun, or a dwellers below, or a pit of shades. If your opponent wants your hierophant to die he just have to try and no ammount of ward save is going to help. The 6+ regen to the unit and the hiero can sometimes really come in handy.
Mounts: I am a bog fan of keeping things cheap. I do not like putting the HLP on a steed (or on a carpet or cloak) I find this makes the unit that he is with a lot slower and not as useful. The best bunker that I have found for the HLP is a unit of 20-30 skeleton bowmen with a musician and a champion (to save the hiero from a nasty character once in a while) the unit is usually enough to take some punishment and not as dangerous as to warrant too much of the enemies attention.
Crumble: When the hierophant dies, the army will begin to crumble. This is by no means the end... I have won many a game while crumbling. Many Tomb King units that usually operate far from the magic bubble or general bubble have half decent leadership and therefore will not crumble as badly. So hunker down, and play on!

The Tomb King:
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The Tomb King is a good general and fighty character for any army. They pass their WS to the unit that they are with, making Tomb Guard, Skeletons and even chariots WS6! Not too shabby.
Gear: The best item given to a King in my experience is the Golden Deathmask, some decent armour (with a ward) and a Dragonbane gem or ironcurse icon. Because he is in the thick of it that Death Mask can really cause an enemy battle line to crumble very quickly, especially skaven!
I have also tinkered with a Destroyer of Eternities king, but I don't really have enough experience to talk in depth about it.
Basically gear wise you want effective, useful and resilient (as long as the King is around units can use his Leadership for swift reforms and when the hierophant dies then for crumbling.
Mounts: I like having the king on foot and in the thick of the battle line. He is a sturdy character with 4 W and T5. The chariot will usually be beaten from under him and the warsphynx is cannon bait and he can't use his special weapon skill ability while on it.
The Curse!: Rember the curse. When your King dies they will automatically hit what ever killed them with D6 s5 hits. Just roll to wound. If you get lucky you might just kill the character that killed you or damage all the units involved in a combat that you crumbled from. But remember to not forget... the curse!

Anyway. I hope you all found this interesting. There will be other articles on the various units within the TK book as well as a discussion of the items within the book and those common items as well as how they interact with the TK book.

Good Reading!

Cheers

Thursday, July 14, 2011

20 Games With Tomb Kings - Sumary Pt1

General Overview of the journey:

(1).vs Empire 2200 - loss
This was the first game with the TK that I played. It was quite a blast. Although my opponent ran an illegal 4 cannon empire list. This meant that my colossus did not stand a chance. Here was 42 White wolf knights that had a priest and Karl Franz for a commander... this 1500pt unit rolled up my entire army. I learned a few things this first game.
- The tomb king spells are NOT RIP... they are augments. I was casting them and then he was dispelling them in his turn... not something that should have happened but I did not forget after that.
- The Horse Archers were awesome, they took out all 4 cannon. And finished off the stank. (getting me all the points that i go that game.
- The value of a large skeleton block with a prince. They held up the huge death-star for a long time. I jumped the gun and ran my tomb guard in too early instead of moving them to a flank arc. Having done that the game would have worked very differently.

(2).vs Lizardmen 2200- loss
This game was quick and brutal. We did not finish the game, but there was no point. His slaan was devastating and I was unable to make any headway against this very competitive list. A few things that I learned.
- Lv 2's were not the best, with the new magic I was now suffering from things like becalming and cupped hands.
- 5 Light horse did not hold up to a unit of 10 skinks... needed more.
- Large skeleton tar-pit was great! Again... quickly became a staple in every one of my lists.

(3).vs O&G 1500 - win
At this point value no one can really have anything that is stupidly strong and the game becomes quite balanced as if you do take a maxed out lord you have to begin to cut other things out. I decided to try the chariots in a large unit with a prince this game but they ended up not doing anything as the unit that they were up against ran into a building.
Things that did work:
- Large skeleton unit, once again.
- Was still tinkering with the wargear on my princes.

(4).vs Lizardmen 2200 (win)
This was a rematch against the lizardmen list of game 2. I did a lot better, this ime taking a King with a deathmask (its debut) it was awesome, I tar-pitted the slaan with the skeletons and prince, and then ran a saurus unit to the flank down with the TG and king. We had to call it but had the game continued I would have been able to flank the temple guard with the tomb guard for the win in blood and glory.
- I realized the value of the "boosted" spells, and I did take 10 horse archers, who this time beat the skins and then were boosted by a boosted spell.
- All this time the casket has been in every one of my lists and it is staying!

1- vs WoC 2200 - win
Tower battle, placed my unit of TG in the building and won rather easily as he was unable to dislodge them. IMO this mission is awesome for Unbreakable armies.
- Used carrion, were great for redirecting charges.

Anyway this is a short overview of all the battles. The rest will come soon.

Cheers!

Sunday, July 10, 2011

20 Games With Tomb Kings - The Recap

I have not posted all 20 (24) games on this blog. But the original thread can be found here: http://tomb-kings.net/index.php?showtopic=7838&st=0

That makes 21 Games(well 4 for the prologue and 21 games). For all, here is a recap:

(1).vs Empire 2200 - loss
(2).vs Lizardmen 2200- loss
(3).vs O&G 1500 - win
(4).vs Lizardmen 2200 (win)
1- vs WoC 2200 - win
2- vs Skaven 2000 - Win
3- vs Skaven 2000 - Win
4- vs O&G 1500 - win
5- vs HE 2000 - win
6- vs Skaven 1200 - loss
7- vs Skaven 1200 - win
8- vs Skaven 2000 - loss
9- vs VC 2200 - loss
10- vs Dwarfs 2200 - loss
11- vs Lizardmen 2200 - win
12- vs Tomb Kings 2200 - win
13- vs Dwarfs 2500 - loss
14- vs Skaven 1500 - win
15- vs Lizardmen 2500 - win
16- vs Empire 2500 - win
17- vs OnG 1000 - loss
18- vs WoC 1000 - loss
19- vs Bretonnia 2500 - win
20- vs High Elves 1500 win
21- vs Empire 2500 - win

Each game has been a learning experience. Up until now I have only tried and tested the old units of the Tomb King book (basically everything that I already owned), things like characters, the necro knights and the big monsters have all been on the sidelines. GW is expensive and I have been working on my Dark Eldar for 40K so I had to make due. I think it is fair to say that even a basic list can do moderately well at Fantasy with the Tomb Kings, I am by no means a saavy of the game and most of the uber combos or items of other books still surprise me. But I never forget, that is for sure (very tomb-kingy of me don't you think?) and this has made every other game more of an experience.

Anyway. I shall be posting a short summary of each game in turn, as well as some tactical notes and learning brain notes. The next leg of the "journey" has only just begun as I dive deeper into buiding not only more agressive TK lists, but also ones that incorporate the newer models. As a treat here is what I am working on at the moment, the thunderpurrer kitty monster:
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I did some converting to the main body so that it looks more catlike overall and greenstuffed some flames into the mouth to wysiwyg the breathweapon. I have also been thinking of painting it black marble, like a panther and one of the howdah riders will be holding onto some reins.

Well my fellow journeymen! For the sands of Khemri!

Cheers!

Monday, May 30, 2011

20 Games with Tomb Kings: Tournament!

Ok, so first things first. My list. The tournament had a 3 colour minimum and this shaped my list, due to the time I had to paint things up and what I already had painted. I also made some last minute changes that in the end I regretted, but this will become more apparent as we move along.

2200pts:
Lords/Heroes:

Tomb King- GOlden Mask, Armour of FOrtune, GW, Shield, Dragonbane

Liche Priest (hiero) Lv 2 Talisman of Preservation
Liche Priest (tk lore) Lv 2 Scroll, Ironcurse

Prince GW, Shield (yes i know the shields are redundant, but I needed sorta WYSIWYG), Armour of Destiny

Herald BSB Flaming Banner (the odd one out, I was sure that we would play a kill the BSB scenario... but we did not... so points wasted)

Core:

41 Skeletons, HW/Sh Full Command

2 x 10 Archers with mus.

3 Chariots mus

5 Light Horse

29 Tomb Guard FC

3 Carrion

Screaming Skull

Colossus with xtra HW

Casket


I was confident that it was an ok list, and I was able to give battle to some very competitive builds. My lack of experience and generalship did show at times, but all this will come with time. After the games and considering my list a few things did become very apparent:
- Small archer units are useless if the enemy shoots at them at all... as soon as they drop below 5 your priests are in danger!... never leave home in a unit of less that 15-20.
- I needed a third "block"... in most games my opponents out blocked me and were able to dictate the pace of the game, having a second horde of skellies would have given me more field control, this is reflected in my 2500pt list.
- I missed my level 4! 2 level 2's were great... but to reliably get off any of the un-boosted spells I was having to roll 3 dice. With a lv4 you can get away with 2 dice, increasing the number of spells to cast.
- Casket was awesome, every... single... game!
- Horse archers were awesome!... need to take 10 so that they can hold their own in the backfield.
- Tomb Guard need the BoUL!... they tend to get into combats away from the spell bubbles. Sometimes you just need some dedicated raising on them, during the tournament this would have helped a lot against a few of my opponents!

Anyway this is just a tidbit to get you going. And here is an army picture, the display board is not mine, just something that I used for the day because mine is not finished yet.

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Cheers!