I played a 2400 against TK last night.
What I have noticed, Magis is essential for the army to work.
Archers are not a problem, because they can't hurt saurus, but till decimate skink's. never the less skink's only are good in the first two turn's to take out their light troops (cavalry, and the catapult).
casket is mean to unit's out side of the LD bubble, and the d3 PD is irritating.
Chariot's are nasty and very resilient, don't let them get the charge.
I faced knight's and their irritating. same as the chariot's they care a pain, because they will loose combat and the next faze they will be healed any way's. If charging make shure to take down in one round.
Sphinx is scary but only on paper, if you get a drop on it it will crumble. I charged it with the TG and it poped do to static CR (+4 T helped, but i won CR by 7 anyways).
Tomb guard not buffed is not a problem to defeat, especially if 1-2 sally templates land on them earlier.
Scorpions are still a pain. Not much changed here.
Go for their casters once they are down the army is looses it's effectiveness.
They TK are slow, have low strength attack's,
so without movement spell's and spell that increases thier no. of attacks and resurrecting the fallen, has nothing that can stand up to our unit's.
If the magic is not stopped the army suddenly is very mobile with tone's of s3/4 attack's. and unit's that are not completely destroyed have a tendency to come back to life. Making life very difficult.