TK on chariot, Armour of Fortune, Dragonhelm, GW
You cannot give your Tomb King character both the Armour of Fortune and the Dragonhelm as they are both classed as Magic Armour.
"Each model can only carry one of each type of magic item" [BRB, page 500]
Liche High Priest (Lv 4), Armour of Destiny
"
Wizards cannot choose magic armour unless they have an option for 'normal' armour" [BRB, page 500]
That is why our wizards (and most wizards in the game) cannot be given magic armour, but Chaos Sorcerers can.
11 Chariots (for TK above) and Banner of Undying Legion
Skeleton Chariot standard bearers can only be given a magic standard worth up to 25 points. The Standard of the Undying Legion costs 50 points, so this is an illegal build.
Okay, can anyone give me feedback on this list idea?
You and I have very different approaches when it comes to the construction of army lists, which is why I have hesitated up until now to comment on your lists. I don't want to dissuade you from creating a list that suits your style of play, but in my opinion (and it is only my opinion!!) I would feel extremely confident fielding your friend's
WoC army list and against the list you have.
If I was playing your friend's list, this is how I would breakdown your army:
Characters
Too many points invested in characters (2 TKs and 5 wizards), well over a third of your army is characters. Even your friend's army has too many characters in it for my liking, but at least WoC are capable of fielding some of the very best characters in the game. Among many TK players, the actual Tomb King is considered not be be worth his points cost. That is why Tomb Princes are far more prevalent. I can see an argument being made for the inclusion of a TK (especially against the WS5 of the WoC), but two is excessive, especially alongside of 5 additional characters. The rest of your army is insufficient in size in the scope of a 3000 pts game.
Magic
5 wizards in an army is pretty extreme (especially alongside of point number 1 above). I understand the strategy of super charging the
Banishment spell, but it is a case of all your eggs in one basket. As your opponent, the second you deploy those wizards on the field, it is obvious what the strategy is. The entire setup is based around the spell
Banishment. That spell is the number one priority to dispel. I would make sure to keep a dispel scroll around just for it. So it comes down to whether or not you can cast it with irresistible force. The DP is the rightful number one target of the spell. Possible strategies against it:
- keep the DP out of range or out of sight early on (not sure how much and what type of terrain you play on, or how big your battlefield is)
- engage the Banishment wielding Priest's unit in combat (can't cast magic missiles while engaged in CC)
- kill the Banishment wielding Priest
- get the DP into CC (as magic missiles can't be cast into CC)
Sustained Combat
You have only one single threat in terms of sustained combat, your 40 strong Tomb Guard. Admittedly, you have this unit set up well, and the Razor Standard is exactly what I would give them. However, it is only one single (slow moving) threat. Your friend on the other hand has 4 extremely potent CC units (two units of Warriors of Chaos, DP, Chaos Knights). If his lord is equipped properly, it can stand in for a 5th CC unit on its own. And that is not even considering the Hellcannons, who can fend for themselves.
Battlefield Control
Your friend has chaff and you don't. He already boasts the significantly faster army, and on top of that he
fully controls the chaff game. If you and him are equally skilled generals, he should end up with all the engagements on his terms (this is especially a problem as discussed in the paragraph below). In addition, you don't even have many chaff removal options at your disposal.
Chariots
On the charge your chariot unit is extremely dangerous, but as with all chariots it all comes down to getting the charge. In your case, it is triply important as your unit is so expensive. If you don't get the charge, any of his combat units will blow through your chariots. As mentioned before, he has chaff and you don't. Based on your relative armies, if your opponent is good, you would have to be very lucky to get the charge off. He can easily mess up your plans with 30 point units of hounds and setup a situation where he charges you. His knights are more maneuverable than your chariots and can march. His DP should be able to fly, meaning it is more maneuverable, can fly over things, has significantly greater movement and a greater charge range.
Protecting soft targets!!
You have many targets that you must protect from your opponent, and not many units with which to do it with. You only have two combat units and you must somehow protect:
- your 5 bunkered wizards
- hierotitan
- casket of souls
- chariots (from being charged)
If your opponent charges your chariots with any of his combat units, he wins the game. If he gets to your 5 wizards, he wins the game.
Phase domination
As it stands the breakdown of phases are as follows
- movement (your friend wins here)
- magic (you win here by a large margin)
- shooting (your friend wins here)
- close combat (your friend MASSIVELY wins here)
Bottom line, if they get to your wizards you can't really win.
General Strategy/Counters
Wizard Bunker ➤ charge with anything... combat unit to kill, chaff unit to delay. Banishment priest is the top priority.
Chariots ➤ Chaff disruption. Charge it with any combat unit (knights, WoC, DP)
Tomb Guard ➤ Soften up with Hellcannon fire. Engage with combat unit and once engaged, flank with second combat unit.
Anyways, that is just how I see it. Opinions, tactics and strategies will vary. I could very well be wrong, but I would be doing you a disservice if I was anything but honest. Hopefully some others will chime in to confirm, deny or offer something different from my strategy. As always, its your list and it should reflect your playstyle/tactics/interests. Only one way to find out for sure.