Game 5 - Tomb Kings vs Warriors of Chaos
Welcome back folks to another battle report against Warriors of Chaos.
I'd been a bit tired of seeing so many Tomb King battle reports auto-include a Bone Dragon so decided to go down a different path and try a list that was themed around when the Tomb Kings were first released. It wouldn't have any of the new units that made their first appearance in the 8th edition army book.
Tomb Kings of Khemri - Dual Giants
# ++ Main Force ++
## Characters
High Priest : Hand Weapon, Elementalism, Wizard Level 4, Hieratic Jar, Lore Familiar
Mortuary Priest: Hand Weapon, Elementalism, Wizard Level 2, Amulet of the Serpent
Tomb King: Hand Weapon, Heavy Armour, Skeleton Chariot (2x Skeletal Steed), Hand Weapon, General, Warding Splint, The Conqueror’s Blade
## Core
Skeleton Archers :
• 30x Skeleton Archer: Hand Weapon, Warbow
• 1x Master of Arrows
• 1x Standard Bearer
2x Skeleton Horse Archers :
• 5x Skeleton Horse Archer: Skeletal Steed (Hand Weapon), Hand Weapon, Warbow
Tomb Guard : Drilled
• 22x Tomb Guard : Hand Weapon, Light Armour, Shield, Halberd
• 1x Tomb Captain
• 1x Standard Bearer : Banner Of The Desert Winds
## Special
2x Tomb Scorpion : Heavy Armour, Decapitating Claws, Envenomed Sting
Ushabti :
• 4x Ushabti : Hand Weapon, Heavy Armour, Ritual Blade
## Rare
Casket of Souls: Casket Guardians
2x Necrolith Colossus: Heavy Armour, Paired Great Khopeshes
A very balanced approach to a Tomb Kings army missing the one signature component which is a unit of chariots. The thoughts behind this list were as follows. Firstly, I love Tomb Guard so wanted a big block of them and naturally you can't have Tomb Guard without a Tomb King close by so that was an auto include. I'd seen a few people online put their Kings in chariots and then into infantry blocks for the boost in wounds so I wanted to give that a try. The banner would allow extra movement for the block to ensure they could at least get into combat before the game ended. A solid fire base in the archers allows me to deal with enemy chaff and/or put some wounds onto larger units so they don't hit my lines at 100%.
The constructs of the list were a pair of Tomb Scorpions. I don't have a great track record with this unit so am looking to get better with them. Ushabti have been an iconic unit for the Tomb Guard and the -3 AP is just awesome. A casket for light of protection and help spells go through, a pair of Bone Giants for old times sake. Rounding out the list a pair of Horse Archers because they never let me down.
Todd's list was as follows:
+ Characters ++ Daemon Prince (Hand weapon, Heavy armour, Wings (Fly 9), Mark of Chaos Undivided, Level 4 Wizard, General, Chaos Runesword, Favour of the Gods, Daemon-Flesh, Daemonology) ++ Core Units ++ 5 Marauder Horsemen (Cavalry spears, Javelins, Light armour, Mark of Chaos Undivided) 5 Marauder Horsemen (Cavalry spears, Javelins, Light armour, Mark of Chaos Undivided) 5 Chaos Warhounds (Claws and Fangs (Hand weapons), Poisoned Attacks) 5 Chaos Knights (Lances, Shields, Heavy armour, Mark of Chaos Undivided, Champion, Standard bearer, Musician) 20 Chaos Warriors (Halberds, Heavy armour, Shields, Mark of Chaos Undivided, Champion, Standard bearer [Banner of Rage], Musician) ++ Special Units ++ Chaos Chariot (Hand weapons, Halberds, Mark of Chaos Undivided) Chaos Chariot (Hand weapons, Halberds, Mark of Chaos Undivided) 5 Chosen Chaos Knights (Lances, Shields, Full plate armour, Mark of Chaos Undivided, Drilled, Champion, Standard bearer [Rampaging Banner], Musician) 4 Chaos Ogres (Great weapons, Heavy armour, Mark of Chaos Undivided) Chimera (Claws and Fangs (Hand weapon), Scaly Skin (Heavy armour), Flaming Breath, Fiend Tail, Regeneration (5+), Poisoned Attacks)
A tough line up of armoured bodies, two flying units to deal with, plenty of chaff and lots of support units in chariots and ogres.
Spells:
Daemon Prince - Winds of Chaos, Gathering Darkness, Daemonic Vessel and Daemonic Vigour
High Priest - Storm Call, Earthen Ramparts, Wind Blast, Travel Mystical Pathway
Mortuary Priest - Incantation of Cursed Blades, Plague of Rust
Deployment:
Tomb Kings Turn 1
My will be done gives the Tomb Guard +3 to movement.
My army advances. The pair of Scorpions move up into the cover of the nearby terrain. The Tomb Guard push up flanked by a giant whilst the second giant wanders up the flank of the Skeleton Archers.
The skeleton horse archers put 2 wounds onto the Marauder Horsemen. Cursed Blades goes off onto the archers for no damage onto the Chariot. Whilst Light of Death kills a single dog on a passed leadership test from the nearby Daemon Prince. For reserve moves the Skeleton Horse Archers all move back out of range of the Marauder Horsemen whilst the Tomb Guard push up a little.
Not the damaging opening turn I was hoping for!
Warriors of Chaos Turn 1
Gaze of the Gods grants the Daemon Prince +1 Weapon Skill.
Daemonic Vigour goes off onto the Warriors of Chaos.
The army advances with the Chaos Hounds blocking the Tomb Guard forcing a reaction. The Ogres and Chaos Chariot wait in counter positions.
Tomb Kings Turn 2
+3 movement on the Tomb Guard again.
Tomb Guard charge into the Hounds who hold. Tomb Scorpion charges into Knights who counter charge bringing them forward into greater charge range of Bone Giant who also declares a charge on the left flank. Mystical Pathway sends the Bone Giant up the flank. The Skeleton archers put 5 wounds into the Ogres losing a single model.
The Horse Archers drop another pair of Marauder Horsemen who fail a panic check and run away.
In combat the Tomb Guard dispatch the Chaos Hounds and roll high enough to overrun into the nearby Chaos Warriors. The Tomb Scorpion fluffs and dies swiftly and the Bone Giant takes a single wound before going full ham and leaving a single Chaos Knight standing. The combat is a draw.
Warriors of Chaos Turn 4
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