Title: 1k list
Zephyro - April 7, 2005 06:55 PM (GMT)
Ok, tell me what you think:
- Tomb Prince
Collar of Shapesh, Vambraces of the Sun, Great Weapon, Light Armour
Cost: 146
- Liche Priest
Cloak of the Dunes, Heiratic Jar
Cost: 160
- Liche Priest
Cost: 115
23 Skeleton Warriors
Hand Weapons, Shields, Light Armour, Standard
Cost: 217
12 Skeleton Warriors
Hand Weapons, Bows
Cost: 96
1 Screaming Skull Catapults
Skulls of the Foe
Cost: 110
5 Skeleton Heavy Horsemen
Hand Weapons, Spears, Light Armour, Shields
Cost: 80
1 Tomb Scorpion
Great Claws and Tail
Cost: 85
Total:1009
I'm thinking of taking of the skulls of the foe, however, it makes a big change against almost all armies.
AS you can see I got enough magic To rule the phase, and wizards will be killed by the tomb scorpion, so I shouldn't get a big problem with that.
Basic archer unit, and a big sponging unit, with the prince in it.
The horsemen are for flanking units in combat.
Catapult is easy I think to guess ^_^
Zephyro
Malfurion - April 8, 2005 12:08 PM (GMT)
There are a few things i dont like realy,
The first thing would have to be the total: 1009 is not legal you know, take away the skulls.
The next thing is the heroes, dont you think its a bit over the top to have 3 heroes in 1000P? Every other army will likely have more units. And a unit of 24 infantry in a 1000P game? A little big for my taste, why not get 0ne of 19(Hw-shield) and one of 16(archers) both with standard, they can both soak up charges and the archers are good for SSC protection. I would drop one liche and get 3 chariots.
Funky the Elf - April 8, 2005 12:45 PM (GMT)
I agree with Malfurion that the second priest is an overkill. 42% of the points are spent for characters which is too much. This especially occurs for TK, because a large amount of the points are spent for the ability to cast incantations. Incantations however are mainly there to support the troops and cant do anything on their own (except for the limited effects of the first one). So its important to keep the magic and the amount of units in balance.
Id get at least eight heavy cav (better ten or twelve). They are so vulnerable and a unit of five will be shot to bits (even by normal arrows) before it can do anything.
A unit of three chariots would be nice if you want to play more offensively and attack together with the cav. For a more defensive army you could include another archer unit. Getting the points shouldnt be a problem (even if you increase the number of heavy cav) if you leave out the second priest and reduce the warriors to 19, though you might have to leave out the Skulls too.
Zephyro - April 8, 2005 03:53 PM (GMT)
Firstly, as Most people say, Tk rely on their magic.
Just 3 power level dice, aren't gonna do a thing.
That's why I got 2 priests, to get magic dominancy.
The heavy horseman are so small , because they can't charge a unit headon or whatever, and It's jsut a small force for flanking.
If they die, I don't really care.
24 skellies are because I want to outnumber, and be able to lose a combat, but still outnumber.If I got 20, against a lot of enemies, I will be outnumbered.
And, I'm not gonna use chariots, because they will be on their own if I use them, which is not a smart thing to do.
Zephyro
Malfurion - April 9, 2005 05:17 PM (GMT)
Yes using 5 heavy horsemen is good if you are looking for a unit to negate rank bonus and have some punch, a good unit.
And what funky said is true, there has to be a balance between troups/magic, and yours is a little wrong, you are right about TK magic being weak if you take one liche/prince, but its better then having more magic and no units, i think this army is no good if you stick to the 2nd liche.