Tomorrow I'm gonna have a "demo match" with some friends to learn the rules of 8th edition. I'm going up against Tomb Kings, and this is the list I have so far: Slann: general, BSB, Focused Rumination, Soul of Stone, Banner of the Eternal FLame. 20 Temple Guard, full command, War Banner Skink Priest: level 2, ancient stegadon with engine, Cube of Darkness, Ironcurse Icon Scar-Veteran: xtra hand weapon, light armour, glyph necklace, dragonhelm 23 Saurus warriors: full command 10 skinks: blowpipes 10 skinks: blowpipes 10 skinks: javelins 2 salamanders 3 terradons 6 chameleon skinks 3 kroxigor So, what could be better?
Skinks may see reduced survivability due to TK archers Allways hiting on 5's and having poisioned shots...
hmmmm.... they are a prey hard army for us to face.... I would recommend more Salamanders, since they have a lot of flammable units. but take care the get them to get them in range in one piece.
If you kill the heirophant every unit has to take repeated Ld tests round after round and take casualties when they fail. There are a lot of characters that buff other units. Heirophants give their unit Regeneration 6+. Tomb Princes and Tomb Kings bestow their WS on units they lead. Necrotects bestow hatred on units they join and boost the saves of nearby Constructs. If you can take out the enemy characters the rest of the army loses strength rapidly. The Casket of Souls provides power dice in addition to magic missiles. Heirotitans boost casting of nearby wizards. The Kroxigors will likely come in handy since there are lots of big monsters on the list that you'll want high strength attacks to overcome. They might survive longer amidst a block of Skink. A fair number of characters are flammable but they are hard to hit with Salamanders. The Salamanders will still negate the Regeneration some models have.
Does Becalming Cogitation work on TK's? Because in their last armybook it said that they didn't generate power dice, they just simply rolled to determine the casting level. Is this still the case?
The TK wizards use the same mechanics as all the other wizards now so Becalming works just fine. If you are doing a demo game for people I'd leave Becalming Cognition at the door. Becalming Cognition not only nerfs magic but it blunts miscasts and a true demonstration of 8th needs nasty miscasts.
Well it's a not really a demo match, I just meant me (and the other guy) will have a match to learn the new rules And it seems I dind't properly click "ancient stegadon withh engine of the gods" in he army builder, so now I have a few too many points...
Ok, now I have something like this. A bit bumped that I had to remove a lo of things now (like the scar-vet) Slann: soul of stone, rumination, cogitation 14 temple guard: full command skink priest: level 2, ancient stegadon with engine, dispel scroll 23 saurus warrios: full command 11 skinks: blowpipes 10 skinks: blowpipes 10 skins: javelins 2 salamanders 3 terradons 3 kroxigor ugh my list feels stupid now >.<