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Anti-Tomb Kings

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Anti-Tomb Kings

Postby samuelgrimwade » Fri Jun 03, 2011 4:15 pm

Got a 2000pt game against Tomb Kings on monday, anybody got any advice as I've never played them before, i'll be using high elves. All help appreciated.

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Re: Anti-Tomb Kings

Postby Talus » Fri Jun 03, 2011 4:18 pm

couple of suggestions for you here, not sure they're any good to you though ^^


take their 40k counterparts (Necrons) and see how much damage bones and spears can do against metal and monoliths

take a pack of dogs and yell FETCH!

er...

yeah im out of ideas now ^^

hope they helped :D
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Re: Anti-Tomb Kings

Postby BANE » Fri Jun 03, 2011 6:16 pm

Everyone of your infantry units are superior 1 to 1 so try to force these match ups, his big monsters are a concern for you do you need to come up will a counter, look at your own monsters, bolt throwers of magic solutions (mindrazor, pit, pendulum).

If you take a magic heavy list take light magic with 2-3 mages as this boosts the str of the spell plus light gets bonuses against unread.

Flaming attacks can damage some of his units

His magic will mostly be about bringing his casualties back and boosting his units, you need a plan to close this down, but HE are naturally good in this area.

My theory on HE is that what ever type of list you take you need to support that strength with magic.

Hope this helps.
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Re: Anti-Tomb Kings

Postby TheColonel » Fri Jun 03, 2011 6:27 pm

On a more constructive note,

Weight of attacks is good as they have little in the way of armour beyond 5+. The more you win combat by the more of them die. Also try to stop or kill off their magic users pronto as your well laid plans of destroying unit after unit will grind to a halt because most of their spells replenish lost models, you cannot win a war of attrition
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Re: Anti-Tomb Kings

Postby samuelgrimwade » Fri Jun 03, 2011 6:43 pm

As far as I know I'm in luck with regard to the monsters, he let slip he doesn't have any!

With regard to Magic, I quit like using final transmutation to wipe out a 1/3rd of a unit a turn, just roll as many dice as I can to cast it and cross fingers!

I'm taking 2 units of swordmasters to cut a big old path through the skeletons, the chariots worry me slightly, might have to just use some eagles or reavers to divert them the whole game!

cheers for the advice so far.
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Re: Anti-Tomb Kings

Postby Ogregut » Fri Jun 03, 2011 11:50 pm

I think your right to fear chariots as they will wipe out your swordmasters before they attack. Don't underestimate his infantry tho as they can be WS 6 if a tomb king is leading them meaning even swordmasters are hitting on 4 and if he takes light magic you may not get re-rolls.

Tomb king shooting can be nasty as he always hits on 5's regardless and that can hurt your T3 lightly armoured troops.

I would go for life or shadow magic on your mage to either bring your troops back to life or reduce his strength and toughness.
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