CynicalFun:
Well I had a game today against a tomb kings player who wanted to try out the new army book. 2500 points.
My List (roughly):
Sorc Lord: level 4, Shadow, 4+ ward
Sorc Hero: Level 2, Fire
Sorc Hero: Level 1, Death
CD Hero: BSB, ironcurse icon, armour of gaz
Hobgoblin Hero: Wolf, Black Gem of Gnar
Hobgoblin Hero: Wolf, potion of foolhardiness, Sword of Might
35 Warriors (hoard): Full Command, Great Weapons, Banner of Eternal Flame
15 Blunderbusses
15 Blunderbusses
10 Wolf Riders: LA, Shield, Bows
40 Orc Big Uns: Shields, Full Command
30 Sneaky Gits
4 Bolt Throwers
1 Earthshaker
His List (roughly)
Tomb King on Chariot: Item that lets unit use his WS
2 Liche Priests: One Mounted, One on foot
3 Chariots
20 Bow Skeletons
20 Spear Skeletons
5 Light Cav
25 Tomb Guard
3 Utushabi
3 Spechurial Stalkers
Tomb Scorpion
Bone Giant
Catapult
Necrosphynx
It was a pitched battle, I decided to turtle up with a large hill covering my exposed flank. From the end of the table towards the hill, Wolf Riders, Blunderbuss, Warriors, Orcs, Sneaky Gits, Blunderbuss, With artillery in the corner. He set up pretty wide, chariots Cav on the farthest end, infantry in the middle, Necrosphynx, Bone Giant, Utushabi on the closest end.
Anyway, it was a fairly dull battle, Wolf Riders went behind his monsters, destroyed bowmen, one of the liche priests. Most of my army stayed put. His Sphechurial Stalkers roll badly for ambush and deploy on the side where none of my guys are, and tomb scorpion ends up in front of a lone bolt thrower on the hill to my flank. His necrosphynx eventually gets to my warriors, where they are locked in combat for about 3 turns until I charge in with my orcs and black gem hobgoblin, pop the gem and he dies to combat res. His Light Cav bounce off my Shaker, his chariots with the king dont make it to my front line until the last turns. Tomb gaurd fall to blunderbuss fire and later an occamz razor cast on the blunderbuss in combat. Just about anything else gets steamrolled by the orcs on one flank or dies to magic on the other.
What I learned:
- Granted, his list wasn’t too mean but he was trying to use a lot of new units so it was just about having fun.
- Their new magic looks great on paper with the ability to raise back troops when spells are successful, unfortunately they have high casting values so you dont have to worry about them casting over and over like in their previous book.
- Skeletons and Tomb Guard are not to be used defensively like they are for vampire counts, It looks like they are meant for being buffed up with magic and used offensively.
- Necrosphynx is pretty nasty against characters (and monsters I assume) but has a very large flank so when it gets stuck in combat it becomes a prime target as long as you have a unit in reserve to counter it.
- As with all “random arrival” units, the stalkers and scorpion need to be taken in multiples to hedge against a bad ambush roll.
- Chariots are nasty with that WS sharing magic item, though still very fragile. When they fail a dangerous terrain test they lose d6 wounds, so keeping a forest between your flanks and them is a great idea. Those impact hits really hurt!
- Black Gem is amazing against armies with instability tests
- Fire is pretty useful against Tomb Kings, not just because of the chance you will target something flammable, but virtually everything except for their monsters is very susceptible to S4 and you can take advantage of the low casting values and kindleflame with so many targets to choose from.
- Shadow was also great, pit of shades and penumbral pendulum did amazing against their low initiative.