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WoC Help vs Tomb Kings
Topic Started: Jan 13 2013, 10:56 PM (565 Views)
DarkSchneider
Clanlord
Also remember that golden eye won't work against the Casket bound spell, so avoid it
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MasteroDisaster
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The Chosen
Harbinger
Jan 16 2013, 01:02 PM
Nurgle won't help with the shooting, as it states that they take a -1 to the to hit roll. It's -1 WS in melee with nurgle.
Yeah your right, I was going from the army book, checked the FAQ and it's just a straight up -1 to hit so the TK's will ignore it... that sucks lol
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Khurdur
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The Chosen
just rush forward and get into combat and he'll fold soon enough. only tomb guard with a king can fight well, send a big block of warriors or marauders at them, they will KB knights. or send skullcrushers.

try to tarpit warsphinxes, or use mindrazor. And, send any fast units like kinghts or skullcrushers are the hierophant's unit, just target him in cc and he'll die eventually, and they will crumble.

Magic-make sure you cut off light of death, and the 5++ ward save bubble. they can be problematic. the killing blow spell can be annoying, but the light of death can cause mass damage to your expensive hitters. The -D3 Strength and toughness spell can also be annoying...these are the 3 spells you should be aiming to stop.
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adicto
The Chosen
I would suggest a stubborn disclord to neutralize the unavoidable tomb guard horde and a hero with the glaive of putrefaction to deal with warsphinxes, then throw all the points you can into cavalry... 10 Khorne knights, 6 skullcrushers with the banner of swiftness and lots of horsemen with axes is just overwhelming.
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Mungojerrie
The Chosen
adicto
Jan 16 2013, 11:43 PM
I would suggest a stubborn disclord to neutralize the unavoidable tomb guard horde and a hero with the glaive of putrefaction to deal with warsphinxes, then throw all the points you can into cavalry... 10 Khorne knights, 6 skullcrushers with the banner of swiftness and lots of horsemen with axes is just overwhelming.
The stubborn disc lord to handle to tomb guard is an exceptionally bad idea.. Killing blow much?
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Tchar'zhul
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Harbinger of Change
Not really. Bronze armor fixes that. Just do crown and that combined with a halberd and he will have alot of fun holding then down.
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wargame_insomniac
The Chosen
adicto
Jan 16 2013, 11:43 PM
I would suggest a stubborn disclord to neutralize the unavoidable tomb guard horde and a hero with the glaive of putrefaction to deal with warsphinxes, then throw all the points you can into cavalry... 10 Khorne knights, 6 skullcrushers with the banner of swiftness and lots of horsemen with axes is just overwhelming.
Well I have 12 Knights and 3 Skullcrushers. Only playing 2, 000 points. Was able to take all 12 knights in last battle as had 2 campaign bonuses totalling 400 extra points. I might be able to pare them down to fewer numbers so can fit in limit of 500 points special.

I have only 3 Skullcrushers. Should I assemble them without command. I.e. 3 basic troopers?

Thanks

James
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wargame_insomniac
The Chosen
Khalthrax
Jan 17 2013, 01:23 AM
Not really. Bronze armor fixes that. Just do crown and that combined with a halberd and he will have alot of fun holding then down.
I have Lord model on daemonic mount. I quite fancy running him as my general. I could run him solo with Crown and Bronze Armour.Run him as separate unit alongside some Knights and Skullcrushers so benefit from LoS.
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Tchar'zhul
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Harbinger of Change
You would only get LoS from the skullcrushers and that's good enough for him to make it there
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adicto
The Chosen
Mungojerrie
Jan 17 2013, 12:51 AM
The stubborn disc lord to handle to tomb guard is an exceptionally bad idea.. Killing blow much?
The build is:
- Mark of Tzeentch
- Disc
- Normal shield
- Talisman of Preservation
- Crown of Command
- Bronze Armour of Zhrakk
- Biting Blade

This guy has +2/++3 saves and is also immune to psychology, poison and killing blow.

"wargame_insomniac"
 

I have only 3 Skullcrushers. Should I assemble them without command. I.e. 3 basic troopers?

Assembly should be a matter of taste. Anyway, skullcrushers are usually fielded with musician and nothing more, but if you want a ridiculously cheap jugger hero and there is a warshrine in your army, then buy the skullhunter upgrade for 20pts.
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Mungojerrie
The Chosen
adicto
Jan 17 2013, 11:26 AM
Mungojerrie
Jan 17 2013, 12:51 AM
The stubborn disc lord to handle to tomb guard is an exceptionally bad idea.. Killing blow much?
The build is:
- Mark of Tzeentch
- Disc
- Normal shield
- Talisman of Preservation
- Crown of Command
- Bronze Armour of Zhrakk
- Biting Blade

This guy has +2/++3 saves and is also immune to psychology, poison and killing blow.

"wargame_insomniac"
 

I have only 3 Skullcrushers. Should I assemble them without command. I.e. 3 basic troopers?

Assembly should be a matter of taste. Anyway, skullcrushers are usually fielded with musician and nothing more, but if you want a ridiculously cheap jugger hero and there is a warshrine in your army, then buy the skullhunter upgrade for 20pts.
That guy also stands a 30-40ish percent chance of dieing due to a rock in the head. Screaming skull catapults can be scary. Charmed shield for me. I would just shove a unit of crushers into the tomb guard and let the grind fest begin. The sorc lord of tzeentch can spam gateway on the big gribblies and the knights can take care of the rest.
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matsemann
The Chosen
Bronze Armour of Zhrakk also means that you won't be able to pass out his LD9. Dragonhelm is great against Screaming Skull catapults as they are flaming.
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adicto
The Chosen
The disclord isn't there for his leadership, and the slight chance of being hit & wounded by a catapult in the first turn is so low that I don't think it is even worth mentioning.

The charmed shield is nice against cannons, but you don't need it against stonethrowers unless you feel terribly unlucky.
Edited by adicto, Jan 17 2013, 10:23 PM.
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wargame_insomniac
The Chosen
Mungojerrie
Jan 17 2013, 02:32 PM
adicto
Jan 17 2013, 11:26 AM
Mungojerrie
Jan 17 2013, 12:51 AM
The stubborn disc lord to handle to tomb guard is an exceptionally bad idea.. Killing blow much?
The build is:
- Mark of Tzeentch
- Disc
- Normal shield
- Talisman of Preservation
- Crown of Command
- Bronze Armour of Zhrakk
- Biting Blade

This guy has +2/++3 saves and is also immune to psychology, poison and killing blow.

"wargame_insomniac"
 

I have only 3 Skullcrushers. Should I assemble them without command. I.e. 3 basic troopers?

Assembly should be a matter of taste. Anyway, skullcrushers are usually fielded with musician and nothing more, but if you want a ridiculously cheap jugger hero and there is a warshrine in your army, then buy the skullhunter upgrade for 20pts.
That guy also stands a 30-40ish percent chance of dieing due to a rock in the head. Screaming skull catapults can be scary. Charmed shield for me. I would just shove a unit of crushers into the tomb guard and let the grind fest begin. The sorc lord of tzeentch can spam gateway on the big gribblies and the knights can take care of the rest.
Can't take Sorceror Lord with MoT. It's a campaign game and this is a different army.army
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Mungojerrie
The Chosen
As i said then. Keep the lord universal instead of good against killing blow. Crown of command, charmed shield, talisman of preservation and biting blade on a disc. Crushers into the tomb guard, lord into anything else and its a game. Maybe bloodcurdling roar on something to hurt the big gribblies.
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