8th Ed. 750 pt vs tomb kings

Discussion in 'Lizardmen Army Lists' started by chstout, Dec 15, 2011.

  1. chstout
    Skink

    chstout New Member

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    I could use some help against a block of tomb king archers. They army I'm going up against is:

    lvl 2 caster
    large block of almost 40 skele archers
    skull catapult
    small 10 block of warriors
    3 necro knights

    My first army was:
    lvl 2 priest with plaque of tepok and cloak of feathers
    25 saurus with sb and mus
    10 skirmishers
    10 skirmishers
    salamander with snack
    8 cameleons


    When he saw the cameleons he played very defensively and deployed his catapult in a corner, then placed his archers near, followed by the warriors so I could not get close the catapult with the skinks. We had to stop on turn four with a draw becuase the store was closing, but it would have went a lot worse had his knights not been drawn away by a unit of skinks. I'm sure next time he'll stay closer to the main force.

    Any suggestions on dealing with such a large block of skeleton archers? Do I just need to resign to the fact I have to march slowly, and either hit his archers in a couple of turns, or his knights if they come close? I know next time I'll deply only 7.5" from the edge so he can't fire on turn 1. I thought it maybe be helpful to break up the sarus into two units. Here was what I was going to go with:

    lvl 2 priest with plaque of tepok
    14 saurus with sb and mus
    13 saurus with sb and mus
    10 skirmishers
    salamander with snack
    salamander with snack
    6 cameleons

    Any preferred spells? Comet would be great to get him to move, but I didn't roll it last time. I thought the d6 s6 wounds would be great on the knight, but didn't get that either. Having his archers only hit on 5s was probably the best spell I rolled.
     
  2. Hasnat
    Chameleon Skink

    Hasnat New Member

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    I think the only way to deal with a block of 40 archers is either to sqaure your shoulder, walk up the board, and kill it, or to kill his lvl 2 caster. I play 800 points quite often but the rules are slightly different. Also, take 20 Saurus, as he has to kill every last one (or panic it) to get an VPs for it, and T4 4+ Save isn't bad. His archer won't kill more than 7 Saurus with 4 turns of shooting. His knights need to be killed, however.
     
  3. ChandlerGriz
    Chameleon Skink

    ChandlerGriz Member

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    As a TK player, I sorta feel guilty replying here... but here goes...

    Get your Saurus into combat with his Archers ASAP

    Use your two Skink Skirmisher units and Salamander to gang up on the knights, remember the flames have a -3 armor modifier.

    Completely ignore the Screaming Skull Scatterpult if you cant get to it with your Scouts

    Tomb Kings are slow... especially VS the speedy little skinks
     

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