Kor said:
I'm not so worried about the archers hitting me on a 5+. I'm not gonna take any Skink Skirmishers. I'm gonna take two units of Salamanders. They always do something good for me. I had a uniit of two kill 19 Sword Masters in the turn just before they were going to charge into my Saurus block. 25 Sword Masters is something to worry about. 6? Nah... that's nothing.
Here's what I'm thinking about taking. This is just my All-Comers list. Nothing really special in it. Just the normal units really. And... just things that I own so that there is no proxying. Even though... I have my Cold Ones on the Salamander bases...
My Slann is a little beefy...
2500 Point List.
Slann Mage Priest - 500
Lore Master (Life)
Becalming Cognition, Ruminition
Cupped Hands
Cube of Darkness
Bane Head
BSB
Slann is firing his laser when he casts spells. Considering that the effect of a spell happens before the miscast, I will be throwing a lot of dice at Throne of Vines in the first turn. If I miscast, I will just use the Cupped Hands to force the TK's main caster to miscast (who will also have the Bane Head on him). After that, it's Augments City!
And when his big unit of Skeletons get near me, it's Dwellers for him!
Skink Priest - 90
Dispel Scroll
Roams around the back of the board, just out of range of shooty units. I normally just take the basic spell of Heavens. It's always done very well for me.
Skink Chief - 340
Stegadon
Stegadon Warspear
Obvious shank unit. Does his best to hit the flank of an enemy unit. May also be used to charge a chariot unit.
25 Warriors - 305
Full Command
25 Warriors - 305
Full Command
Stegadon - 235
Temple Guard - 355
Full Command
3 Salamanders - 225
Hoard Control/Character Hunting
2 Salamanders - 150
Hoard Control/Character Hunting
I wouldn't expect many skeleton warriors that will engage in close combat (you mentioned it at your Slann). You either go for a skeleton bus, or you use archers instead. Now a skeleton bus is nothing but a hold-up to us, especially saurus who will cleave through them like butter. Granted, they are designed to do this, but still.
The killers of Tomb Kings are first and foremost: magic. They need magic to survive! That's why the Heirotitan+casket is so awesome together.
Second of all: sphinxes, in all shapes and sizes. Necrosphinx, warsphinx, and a scary giant (forgot the name) all fit in this category. Their main defense is having a high toughness, which helps against pretty much everything but poison. Shoot those big boy's down!
They also have acces to core units of chariots, as said, and are only lethal on the charge. Prevent that!
And finally: shooting. Lots of skeletal archers, plus some chariot shots, combined with magic for multishot...lots of arrows flying around always hitting on 5+. Meaning that if you pump enough shots into something, it will die.
As for the rest:
Ushabti-Basically kroxigors, only they can carry a greatbow. Medium hammer unit, too costly to be really effective at it.
Tomb scorpions-Can be entombed to come out on a position behind you. This means that you could get rear-charged by a nasty beast. Also hunts skinks down like a pro!
Tomb guard-Elite infantry of TK. WS4, Killing blow...banner of the undying legion fits perfectly on these guys. Only unit with ranks that dares to go into combat and do any good. Still, quite manageble by our saurus units.
Skeletal horsemen-redirector
skeletal horsemen archers - redirector who can scout, IIRC.
Combine the magic, tough hammers and surprisingly effective shooting...means you could be in for a bad day.
The way I see TK deploy often is with a soft center and hard flanks. So the center will consist of archers, a heirotitan and maybe a sphinx. THe flank will consist of chariots, war/necrosphinxes (basically hammers). The back board contains the casket and catapults.
If you engage the center, both flanks will come in your flank and if you really have a bad day, the tomb skorpions will be coming in from your rear as well. Possibly engaging you from all directions. Now I don't need to tell you that's dangerous.
Fortunately, TK aren't masters of the movement phase anymore. They are actually quite slow. So if you can hold up/speed bump/redirect/ignore 1 'hard' flank, you're starting pretty good.
Last note: they can put archer units behind oneanother, they always hit on a 5+ anyway so modifiers don't matter. Small deployment trick they could use
Hopefully this helps!
The Hunted
edit: I sort of missed my point I was going to start with, but this is solid enough that I won't change it
