Hi! I'm playing a game against a friend of mine this tuesday, it's a 1500 points game and I can't make up my mind which kind of tactic i should run and what list to create. So I'm asking for some help and advice to make a nice list against tomb kings. The list may also be good against other armies off course. I need some advice and feedback on this list and things too look out for in tomb king armies in general. Slann (maximun of 375 points) I'm thinking of just giving him 3 dicisplines, but i can't really decide which. I've been considering making him like this 1. Free powerdice to each spell cast 2. Loremaster 3. Either magic resist or giving him Cupped Hands Lore of Life =375 or 370 points 30 x Saurus Warriors Full command =330 points 10 x Skink Skirmishers Blowpipes =70 Points 10 x Skink Skirmishers Blowpipes =70 Points 10 x Skink Skirmishers Blowpipes =70 Points 1 x Stegadon =235 Points 3 x Salamanders extra handlers =240 Points =1390 Points So i have some points i don't know where to put except more Skinks. If it's any help he often makes a deathstar with Tomb Guards with at least 3 heroes in it. He mainly uses a lot of chariots and magic and also Casket is a must for him more or less. So any advice and help will be very cherished
I don't know much about TK but is it realistic to take out the casket with chamo skinks? If so I'd definetely get a unit of those. Even if that won't work, it's always usefull to have some forward deployed nuisance units. I rather like your list, definetely get the ethereal discipline for your Slann as he will be alone, he has to have some defensive gear. This is how i field mine at 1500. Played him at a tournament 2 weeks ago and he did very well. (345) Slann mage-priest -1 discipline (Higher state of conciousness) -plaque of Tepok, Divine plaque of protection -BSB -lore of life sure he misses out on the raw power of the rumination but at 1500 points that's acceptable in my opinion. Don't put him in a unit of skinks without giving him the crown of command (stubborn), mistake i made and paid dearly for. Maybe split up your salamanders in one unit of 1 and one unit of 2, that will give you some more options on the table. GL!
Main things to note about TK a) they always hit with shooting on a 5 regardless of whether you are a skirmisher or in cover or whatever, so a lot of archers can do a lot damage b) the caskets main damage spell is mitigated by having cold blooded so we don't fear it as much as other armies do c) he can't march so lizards should be able to out move them easily, meaning you should be able to engage who you want d) magic is key to TK, in order to move and regenerate, shut down his phase it is much easier e) be afraid of killing blow on the slann, most character have it, as do some normal units and there is a spell which grants killing blow to a unit f) because he can regrow units, focus of one and remove it rather than weakening multiple units only to see them grow back next turn If you think he will run a deathstar, feed it chaff because it is slow moving, kill the rest and then meet the deathstar on your terms!
Often his only core units are chariots, so i guess i won't fear the arrows that much. But his mages are my biggest concern along with the tomb guards killingblow