Okay, so I've been mulling over my WoC vs TKs match-up and I've come to some conclusions. First, I need to play to my strengths
As far as I can see now this comes down to:
A) Numbers
B) All my troops are unbreakable (obviously 3/4 of them won't win any kind of combat, but at least they'll stick in there
C) Magic
Second, I need to have some surprises. Not just what items my characters are holding, but proper list or tactical surprises.
This last one is challenging as once deployment is done, there's only magic items and Entombed Beneath the Sands / Scouts units left to be placed. But however I cut the cake, I need to have some surprises otherwise he will roll straight through me.
I will also need a fair amount of luck

I'll need to cut open a couple of old dice that morning as a sacrifice for the dice gods (Dice for the Dice God's! Rolls for the Roll Throne!)
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I'm currently looking at the following list:
Lich Priest - Level 4, Talisman of Protection, Dispel Scroll, on Skeletal Steed
Ramhotep the Visionary
Tomb Herald on Skeletal Steed, BSB, Banner of the Undying Legion
4 Liche Priests Lvl 1
6 units of 25 Skeletons
10 Skeleton Horsemen (Liche Priest bodyguard)
5 Horse Archers
47 Tomb Guard with Halberds and Razor Banner
12 Necropolis Knights
3 Screaming Skull Catalpults
Casket of Souls
This is over my allotted points by 250, but it's what I'm looking at.
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This would be under tactics for:
A) Clog the field.
He's going to come at me as fast as he can. Once he's in combat he know I can't dogpile on him because of Unstable. If I use my Core Tax to head out into the middle of the board hopefully I can throw off his advance and isolate some units.
B) Distract.
Use the Skeleton Horsemen to Scout then Vanguard in front of the Hellcannon(s). This will make him have no line of sight and this less accurate attacks. Use the multiple units to force him to deploy all his army before I have to place my Necro Knights and TG.
3) Choose my battles.
Controlling deployment will enable me to match-up the above two units with good opponents. Ideally on the flanks.
4) Surprises
I'm still working on this. I thought about making the 12 Necro Knights EBtS, but the potential loss of them would lose the game for me automatically so is too much of a gamble.
At least their 3+ rerollable will be a surprise, as will the TG being Frenzied and Hatred because I will put Ramhotep with them.
My friend is a rule stickler as well, so he'll be expecting any Constructs to only be able to recover 1 wound per turn. The BSB on horse back will have a
possibility of doing more.
Both the BSB and Ramhotep will be safe as they will be auto-challenged, can refuse, go to back of unit and their special rules will still apply (I'm tracking that the DP doesn't have this rule).
I really want to play the Light council as I can use them to take out the DP and Hellcannons.
The SSC are there as a back-up. They will concentrate fire on the Hellcannons first and, who knows, maybe they'll finally do something useful.
Still trying to think of other angles, tactics and surprises on this.
Thoughts welcome!
